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Joguinho de sobrevivência, é divertido mas tenho preguiça de grindar

The absolute best Pokemon clone and stands alongside the best actual Pokemon games (Gen V).

Engaging anime style storyline. Interesting monster designs. Lots of type matchups. Battling is deeper than most Pokemon games but not as engaging as TemTem. Still the story and art style make it worth the $20 to play it.

There's definitely a solid core of crunchy city-building within this game. The core logic of a hex-based map with various adjacency bonuses is smart, giving rise to a lot of emergent strategy out of a relatively understandable set of mechanics. But it fumbles many of the details that are necessary to grow that idea into a complete game, and ends up a frustrating shadow of what it could have been.

While my wife and I played this game together, we came up with a laundry list of complaints about it ranging from the control scheme (Why is there no hotkey for switching between planets?) to the UI decisions (Adjusting storage in a warehouse is a nightmare) to the onboarding (Why is there no Civilopedia equivalent? Why doesn't it explain core concepts like "an action"?). But ultimately, our biggest issues fell into two categories: transparency and suburbism.

The first is especially egregious in comparison to The Colonists, which is an excellent city-builder largely because it gives the player so much visibility into and control over the details of how resources flow through your civ. This is crucial for games like this, because it provides another avenue of emergent strategy, but it's totally absent in Before We Leave where you can see resources in motion, but you can't easily track them at rest or understand how their flow operates over time. It's hard to understand the paths your peeps travel even though the adjacency mechanics make this pathing critical to the player's success.

Specifically, passing near certain tiles (fountains, trees) improves the mood of a given peep while passing near others (tall buildings, pollution) makes them unhappy. Because housing imposes substantial tall building "gloom" penalties and the best food production produces pollution, you're incentivized to reproduce a suburban city layout with home, work, and food separated strictly by function. While this could pose an interesting mechanical puzzle, as a human player I want to build a city I'd like to live in. I personally love walking among mixed-use apartments, row houses, and restaurants and it's a bummer to play a game that frames that as bad.

Even the mechanical puzzle kind of sucks, though. The gloom mechanic discourages density of housing, but housing adjacency bonuses are so strong as to outweigh that completely—meaning that you just have an ambient gloom penalty all the time that you can't really address. As the game moves to later stages, this seems to be its constant theme: it keeps asking you to cram more and more things into the same number of tiles without giving you tools to improve efficiency or positive motivation to rethink layouts. (There is one notable counterexample, the step warehouse, which is worth highlighting because I wish the game had more improvements like that.)

This was a fun few hours of initial exploration, but the substantial amount of lategame content (including fighting off hostile NPCs which we haven't even talked about) just felt like a slog. And just to add insult to injury, the unlockable "reward" tiles like the Park and the Pond simply do nothing at all! What is the point.

Melhor audio que eu já experimentei em um jogo. Tem que jogar com fone de ouvido.

O jogo é curto mas muito bem feito. Desafiador, mas recompensador. Sinistro e confuso. Altamente recomendado.

Ok I think I’ve done all that I want to now. Got all the bunnies and got help solving the wing dings code to get to the last big secret in the game. Ngl got a little bit emotional again when I finally solved the final big puzzle. This game is so great. I love it so much. There’s still some figurines I haven’t gotten and I may come back and learn how to speedrun this game but for now I think I’ve had my fun. This is the kind of game I’ve been waiting a long time to experience. Thank you Billy Basso you made something extraordinary.

Jogado no Xbox Game Pass. A proposta e a fofura funcionam extremamente bem, mas eu acho que o resultado final de gameplay acabou ficando raso demais. O movimento (e principalmente o pulo) são meio estranhos, as missões são repetitivas demais e você tem vários elementos subaproveitados (como o miado ou os emotes). Eu ainda quero voltar e fazer 100%, mas não senti vontade de fazer isso já.

Theme Hospital é um clássico de gerenciamento de Hospital.

Jogo de turno, me surpreendeu bastante, principalmente na sua jogabilidade. Achei o jogo um pouco extenso demais, fazendo com que eu zerasse de forma lenta.

Jogo maravilhoso, bem detalhado, competitivo, muitos carros, muitas pistas. Trabalha muito bem com pistas antigas trazendo a nostalgia da nintendo.

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