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OK, let's look at games I've reviewed this year, and yes, I do have a very strong positive bias toward games I take the time to write reviews for.
Let's School
I compared it to Tropico and Prison Architect. The first is about being a dictator (or, if you're playing nice, the lawful and democratically-elected president) on a Caribbean island. The second is about running a prison. And Let's School is...well...about running a school.
That's three distinct takes on the same basic core gameplay loop. It's not "one game per genre per 20 years." I love cozy games as a genre, but I want some variety in how they're set and presented!
Travellers' Rest
I praised this game for its efforts to genre-blend; one part Stardew, several parts Recettear and Diner Dash. Interestingly, one of my biggest drumbeats when I post on their Steam forum is to try and prod the developer to understand and "find the fun" in their game because they're trying a little too hard lately to be like every other cozy game out there. I hope that as their Early Access run continues, they focus in on the tavern gameplay (that Recettear-meets-Diner-Dash element) because it's a great gameplay loop presented well.
Going Medieval
"If you like RimWorld but sci-fi isn't really your jam."
In other words, it's a specific kind of game for a specific kind of player in contrast to the game whose gameplay it otherwise lifts almost too chapter-and-verse. It's not that I object to games being similar to each other (especially RimWorld, which was my Game of the Year for 2018.) It's when they're more or less exact clones. Going Medieval takes a formula and shifts the setting radically. And it works because of that! (Sapiens, as it goes through Early Access, is becoming another game I'm really getting into, for the same reason.)
But the one you're really wondering about, I'm sure...
Roots of Pacha
"If this isn't a Stardew Valley ripoff, why are you ragging on Coral Island?", I practically hear you screaming.
Well, because Pacha is a huge shift in setting that takes the core concept of a Harvest Moon-like and puts a stamp on it that is distinctly its own (the Stone Age/tribal/whole thing with the glyptodonts that, unlike Coral Island's so-far-barely-touched merfolk angle, is a critical and self-evident part of the story they're trying to tell—CI has left that part of the story unfinished in 1.0.)
In fact, let's go back to a negative review of mine from another genre to explain why I'm going after Coral Island.
Forest Village
"A shameless Banished clone that managed in the first hour to sufficiently annoy me—brain-dead AI, a terrible camera, and a CTD after the first tutorial—to convince me that I should just refund it instead of giving it a chance.
Just play Banished instead. Or play any of the many, many games that have come out more recently and improved on the formula since 2014. Rimworld is the gold standard, but there are plenty of these sorts of games to choose from."
Minus the glaring bugs and crashes (CI at least runs stably, even if it's glitchy as heck sometimes, it won't break your computer), that second paragraph sums up why I bash on CI and praise other games that you'd think would raise my ire for committing the same sins.
tl;dr I'm all for games being similar to one another within a genre. Where I draw the line is at games that just remind you there are other, better games you could be playing while you're playing them and Coral Island is that to Stardew Valley.
Nobody is asking for that.
Here's a better experiment for you: go find the Counterstrike forums and post there demanding that the devs add optional fishing. See how that goes.
Stardew valley is a relaxing game with optional combat
Dead Cells is a rogue-like game with challenges
Skyrim is an adventure game in which combat is also the main attraction
A My time at Sandrock is a game that combines a relaxing game with combat challenges!
I thought your whole problem was that there wasn't a combat challenge.
I prefer sandrock because I'm a bit tired of the farming theme.