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Pretty much my thoughts.
Not a city-builder. Noticed that packing everything in the possible smallest space is not my way of building a city. So I got frustrated pretty early on cause everything was always out of range and didn't understand what I was doing wrong.
You don't have to pack things in. I came from anno so I sort of knew the deal with the production lines, but they make it pretty easy to figure out distances with the green area effect when you're placing a building down. Also, later in the demo you learn to make warehouses which increase ur range to infinite range with 1 product. You can also demolish and rebuild for free (in the demo) which helps with learning.
Keep in mind that this is your first time doing it. Your second run you'll have a better idea of how to set up your neighborhoods and know how to handle ranges. The first time playing anno can definitely be rough and messy. Same with this game.
I don't want to convince you one way or the other, as there are no strictly defined borders between genres, and if you feel a certain way towards our game, you have every right to do so :)
To give you some additional context: when developing your town further than it is possible in the demo, expanding to the next and next regions, more often than not you end up using Warehouses and long-distance transportation quite a lot. Usually, you will have designated "chunks" doing some particular work (like a big area with a lot of farms, sending barley to mills in their range, and tsampa being stored in a Warehouse, from which it is transported to 4 different marketplaces all over the mountain). Some regions you use only for producing certain goods (that make sense to produce in any given zone), some are only used for residential areas, and some are a mixture of both. Usually, you end up with quite a complex transport network expanding over many regions. It definitely feels somewhat puzzly to some extent, but rather whole mountain-wise, not a single region-wise :) Or, maybe even thinking of it as two layers of puzzles makes more sense.
Also, there are features like changing roads' pavement to increase building ranges/speed up carriers and upgrading carriers to boost their transporting capacity, which allow you to scale up your town and remain efficient. Sometimes relying on short ranges and producing locally is a way to go, but sometimes it really makes more sense to use Warehouses and send resources to different regions - making the call when to use one, and when to use the other is part of the fun/challenge :)
Ok, enough of me rumbling - we will do our best to have enough materials from the full game out there for you to make an informed decision if Laysara is a type of game you will enjoy :)
Maybe the devs will have two modes, the sandbox style like the demo, and the micromanagement style with currencies and stuff; only the devs know!
It definitely feels like a more casual/clicker/puzzle game than anything.
What is initially irritating is the lack of quarrying and forestry, which is the basis for building construction, as is usually the case with city builders. The caste system, which divides the population into several groups that are dependent on each other, is also unusual. The focus differs from that of conventional city builders.
The prophets of doom here have not understood the game.
The challenge is to make the best economic use of the limited space available. This requires well-organized logistics, which is a hairy business that should not be underestimated. You are forced to plan ahead right from the start of the game. Any misstep will quickly land you out of the game. As if that wasn't enough, you're also under time pressure...the next avalanche is coming soon.
To call this hard-hitting brain teaser a casual game is evidence of a pathetic mental horizon.
- Any game where the objective is tied to placing functional buildings in a socio-economic pattern is a city builder in one way or another.
- What's Laysara's worth as a city builder currently is up to the challenges that will be implemented by the devs.
- What's the game's worth in the demo? it looks good (and requires a strong computer for it), it has decent economy and resources (albeit very chained together) and has a scrappy UI.
- The bad sides are to each their own, including missing the genre-elements some players look for.
My list of things this game would need to improve includes the following:
- UI should be prettier and ditch the symbol icons in favor of resource renders and raster vignettes.
- UI should be less aggressive with the messaging and put the warning signs in panels.
- Risks and cost. The demo felt way too accomodating which is why the impression of a map painting "game". How did the people survive up there?
- Buildings should rotate. If the point is to pack them up as neatly as possible it feels very difficult doing that when a 4x2 won't turn into a 2x4.
- Destroying the landscape felt very gratuitous. Giant boulder beneath the building area? No problem.
- Logistics chain could stand a boost: everything's getting built so easily with houses made of rock and wood displacing boulders and forests in the blink of an eye while the citizenry then whine about small things like toilet paper and cultery. Feels like the first layer could make due with more resource harvesting which would limit the space more and *make* me build houses higher instead of shoving everything at the base layer except for niche buildings.
- Get the sense of a bustling city: have people and yaks move about, make city squares and general aesthetics.
- if it could run on a ♥♥♥♥♥♥♥ it would be a plus. I'm having a hard time justifying the existing gameplay feature-set requiring such hefty graphics. the avalanche and the weather FX were nice/pretty but if they don't affect the city in some way (having the houses require more wood/coals or something) then they just feel like added shine.
To each their own and good job overall to the devs for the really well made product. Demoed some other game tonight that took me out of it in 5 minutes flat. Would've played Laysara more if not for the weak laptop it ran on.
And yet all of them are considered to be city builders; even Dorfromantik is sometimes classified as such. Laysara is obviously part of this bunch but if you consider yourself to be a purist, SimCity and C:S are the only way to go.
Does that mean that real settlements that had to be built on real mountains with space and slope challenges aren't real "cities"?