From my few runs of play, what I quickly realized is this game does a very poor job in displaying and communicating the information about your farm. Be it output of crops being relegated to a setting that is off by default, the multi-level menus you have to go down to find out basic information, to the visual explanation of the impacts of an items placement. Playing this game feels like a chore.

Also, I did not enjoy how it handles the use of cards. Functionally, you get rewards every couple of in game turns/days that give you a certain number of one card. Those cards you get are finite and once used are removed from the deck. The problem for me though was especially early on you run through cards so quick that there feels like there is absolutely no reason for this to be a deck builder because you have no deck let alone a full hand that has variety in it. When the core mechanic is poorly executed then that would explain why I had such a poor time.

The concept of placing structures, crops, animals, etc that interact with each other to reach a certain gold count by a deadline sounds like a simple but interesting concept you can do some fun things with. Doing this via a deck builder I think was either just a wrong call, or executed in a manor that doesn't work. I think a great example of this is Luck be a Landlord in how you can mix RNG with resource generation where each resource or tool interacts with each other in a unique way.

Reviewed on Jan 02, 2024


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