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but in general, yes. it's waiting, especially for the merchant to come & deliver some gold since there is no other meaningful way to make gold in demo right now. at least not in the beginning phase where tons of gold is needed just to upgrade the "granary".
I don't understand how to influence the relationships outside of the random events, which are fun but too rare. Also, I feel like the "drama" is very hidden in the character panel. Since you can't see the villagers interacting at all, there's no way to know who has a crush or a bad relationship, and also no idea why this is happening other than RNG. So this is another that would be useful in a tutorial, at least for me.
Having to wait to unlock buildings would be fine if it wasn't linear. Other city games use technology points or other "tree" systems where you build up and decide what to build next. Now you're just waiting to build everything and unless you've played before have no idea what's next or when a thing you want will be next. For example, the school. You have children but no way to decide to build a school. It would be nice if there were more categories of what to build, rather than just "build" or "houses."
I really like the concept idea of this game and curious what they are changing for the full release, but it really is just a waiting game. I'm glad I tried it out at least.
It's all automated and I don't really want to be matchmaking every single villager but instead focus on the bigger picture by actually seeing things develop in a natural and organic way amongst the villagers. I don't think this game is it.
Ps. any recs for relationship sims where you get to match make?
This is a game that is fairly idle, but you need to lay the foundation for the "bigger picture" success. I don't see this as being too different from some other colony sims, where you essentially put foundational elements in place, wait to develop, then work on acquiring the next stage or level of resources. The part you're critiquing is what makes this game unique and different from other colony sim/city building games. The stories the game tells through events and that you come up with in your head about the various couples as the town develops will make or break the experience for you. If you're someone who wants to be constantly addressing the next "emergency" then, from the few hours of gameplay I've seen, this probably isn't going to be for you. It very much about pacing itself for the next matchmaking phase while also taking a beat to make sure productivity stays high, although there certainly appear to be dramatic moments that could change the dynamic and productivity of the town.
There also do seem to be long term goals. Ensuring you have an effective monarchy to build prestige seems key (and you can't replace the royals once designated). Mentors and matches that can withstand time appear to also be crucial components that may take generations to perfect. When I was watching personally, I was a bit surprised at the depth, both with how mentorships function and the value of various traits. In the gameplay I watched, the person assigned a villager to fish because she was skilled at it but because she "disliked fish" she wasn't as effective. There also seemed to be skills beyond the professions such as "leadership" that would dictate success in certain roles. Little things like this add something to the game and the stories you tell as you play. It reminds me vaguely of the family dynamics of the Crusader Kings franchise, although different for other apparent reasons.
I think the game will be engaging if you're the type of person who enjoys that paced, story-telling builder that requires a level of personal engagement and interest in your villagers. If your goal is to "maximize production and focus big picture" then I'd agree with you in that this probably isn't the game for you because the highly personalized focus that both the matchmaking and the family dynamics demand. I think this makes things interesting however and differentiate the game from what would otherwise be just another city-builder. The replay value, because of all of this, seems high (you will never be able to have the same "Lakeburg" twice as a result of the different villagers).
I guess we will see tomorrow. Hoping for good things, truly.
I love the idea of matchmaking, and the only games I've found that have it are Kitty Powers Matchmaker and Fire Emblem: Three Houses. I know Three Houses is not technically a relationship sim, but I loved seeing the scenes between characters and pairing them off. And Kitty was fun, though seemed no matter how hard I tried I couldn't get a perfect couple.
Was hoping the matchmaking in this game could scratch that itch.