Relatively interesting. I gave this a go due to being in a mood for detailed, narrative RPGs and this being fairly well received. It's an interesting idea - playing through your teenage years in a colony trying to build a new life on an exoplanet. Your actions build your character's future skills, make and break friendships, or have an impact on the colony's structure and strength which can be the difference between life and death on this alien planet.

The idea is neat, and the overall story is genuinely interesting if you're into sci-fi - how could an exocolony not be? - and I was always interested in seeing what would happen at the end of each season through my action or inaction.

Mechanically the execution felt a little lacking with gameplay that often felt repetitive, consisting mostly of selecting rooms to work in each turn to gain some skill points in relevant attributes.

Similarly the card play felt like it could have been great, but instead peaked at good with a general level of okay/decent. Cards are acquired as "memories" based on your life in the colony which you then use in a minigame puzzle to complete challenge - and in terms of blending the story with the more "gamey" mechanics this felt like a great idea. Building a deck through the storytelling that reflected your character.. but largely you just acquire so many cards that the puzzle feels fairly similar no matter what decisions you've made.

Teenage Exocolonist is not a bad game, and I enjoyed playing it for a few hours for the sci-fi, exoplanet elements - but I don't think I'll be replaying to experience different events and endings.

Reviewed on Dec 17, 2022


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