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submitted 1 month ago* (last edited 1 month ago) by Agent_Karyo@lemmy.world to c/tycoon@lemmy.world

Timberborn Update 6 Preview: Wonders - Youtube

Some of the Wonders and their activations look pretty cool.

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cross-posted from: https://lemmy.world/post/15543836

Played a fun 2D management game this past week. Worth a look if you dig management games with cute animals ;)

https://youtu.be/AkRMXJmLcBU?si=tpAefPO8B5LyIF1k

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submitted 1 month ago* (last edited 1 month ago) by Agent_Karyo@lemmy.world to c/tycoon@lemmy.world

Summer Islands is a resort management tycoon/sim where you build a tourist island paradise while managing hotel capacity, retail, leisure services, utilities etc. The player will build hotels, roads, shops, restaurants, utilities to support their island resort in a Simcity 2000/3000 style interface.

The game is primarily inspired by Holiday Island (1996) developed by Sunflowers Interactive (best known for publishing the original two Anno games in the 90s) and to a lesser extent by the tourist component of the Tropico series.

This mini-review of Summer Islands 0.9.x is based on ~15 hours of gameplay, albeit with disasters disabled. I've never played Holiday Island, although I believe I would have really enjoyed the game if I tried it back in the 90s/early 2000s.

When playing Summer Islands, the first thing that you notice is the Simcity 2000/3000 style 2.5D view. The game world is based on a grid structure and all buildings have a local coverage area. The aesthetic fits well with the game and provides a nice nostalgia hit for veteran players. 3D looks nice, but if the base game de facto functions on a cell based structure, 3D can become a hindrance for gameplay if the UX doesn't communicate the true impact of your choices.

Summer Islands does have weird pixel graphic glitches (primarily in the management screens) that do become annoying after many hours of playing. The minimap is also janky and doesn't work as expected.

The early game requires a bit of min-maxing to drive expansion. You want to select a starting region with lots of flat land to minimize terraforming costs (which can get really annoying in the early game). In the early game you do want to have a very efficient money making setup.

Summer Islands is very much driven by coverage scope, incompatibilities and requirements of different buildings. These are not always intuitive. I found that to drive expansion you want to come up with modular micro-blocks that you deploy depending on the geography.

There is a large number of a different building types, albeit you do have to use your own imagination to align the different buildings in an aesthetically pleasing manner. The game would benefit from a clearer focus on different types of tourists and requirements.

The economy of the game needs a bit more balance. Early game is pretty rough and requires lots of min-maxing. The in-game achievement system is broken in the 0.9.x release series (confirmed by the dev in the steam forums); early game you won't be able to leverage the achievements as they will be too difficult, late game you will be overflowing with money and there will be no reason to bother with the achievement system.

One weakness of the game is that after a few playthroughs, by the mid-game you will be loaded with resources. In the mid to late game, there is a distinct lack of generic city building functionality. You have ~40 hotels, with associated restaurants, shops, parks, sunbathing zones, but no residential areas for the personnel that service these hotels and service buildings.

That being said, Summer Islands will appeal to players who enjoy tycoon games, this is a pretty unique experience, and those who are willing to be flexible when it comes to gameplay polish.

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submitted 1 month ago* (last edited 1 month ago) by Agent_Karyo@lemmy.world to c/tycoon@lemmy.world

I've played about ~20 hours of this game, both an earlier Early Access version and the more recent pre 1.0 version (mostly played this one). I have not played the 1.0 version.

It's a fun, casual base-builder with tycoon elements executed in the style of a kingdom management game. Compared to many base-builders, you get to manage your own hero in-game. The integration between the overland map and the actual kingdom building is done well. You also need to manage relationships with the kingdoms around you. The mechanics aren't too deep.

With the pre EA version, it felt like you could see most of the game in a 15 hour playthrough. However, Fabledom also benefits from a more "pick up and play" profile, with many other base-builders like Banished, you often have to manage mods, design a high level village development plan before you can actually start playing the game.

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Galacticare is a sci-fi hospital management tycoon where you build your hospital empire in space, treat aliens, meet extraordinary doctors and tackle all the weirdness the galaxy throws at you. Brightrock has filled the game to the brim with characterfulness and dark humour throughout so if that sounds like your cup of tea here's the details:

Platforms: PC (Steam, GOG), Xbox Series, PlayStation 5

Release Date: 23rd May 2024

Links

Steam

GOG

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submitted 11 months ago by 0235@lemmy.world to c/tycoon@lemmy.world
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submitted 1 year ago by 0235@lemmy.world to c/tycoon@lemmy.world

Tycoon Games

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1 users here now

All things "Tycoon" games. Park building, zoo building, business building simulation etc, with a focus on the gameplay revolving around financial growth.

Rules:

  1. follow the Lemmy.world Rules - https://mastodon.world/about

  2. Be kind. No bullying, harassment, racism, sexism etc. against other users.

  3. No Spam, Illegal content, or NSFW content.

  4. Stay on topic - games related to "Tycoon" content. This includes everything from tiny Indie sims like sticker maker Tycoon, right up to heavily monetised phone tycoon games

  5. Please Mark Spoilers

  6. City builder games are allowed, as they are a grey area and bridge the gap between Tycoon and "Sim" style games

Related Lemmy groups: c/rct

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