Monday, May 03, 2021
Buildings Have Feelings Too has a unique premise. The game is advertised as a “city-management/puzzle game about buildings and the city they inhabit.” While the city management descriptor is technically true, those expecting anything like
SimCity or
Cities: Skylines will be disappointed. The title is actually a puzzle game where players need to decide the best placement and combination of buildings to complete objectives, all while appeasing the buildings’ feelings at the same time.
This is a city where nearly all of the buildings can walk around and talk. Each of them wants to be the very best it can be, but things are starting to go wrong. A warehouse is being demolished in the Dock Yard. He thought he was made to last but his façade has deteriorated too much. There’s no money coming in anymore, the jobs have gone, and it’s time to rejuvenate the area. That task falls to a nondescript building that I later found out to be The Halfway Hotel.
Buildings Have Feelings Too Finally Builds Towards Release
Good urban planning is generally about people, but as it turns out there are more things to take into consideration than the humans in an area. The houses, tenements, factories and shops of Buildings Have Feelings Too all know what they need to thrive, and if their needs are taken care of then the people using them will be just fine. This is much easier when the buildings have legs and can wander to a better spot, creating a street with a logical flow to its housing, entertainment and industry districts.
For a more detailed overview of Buildings Have Feelings Too check out this preview from way back in 2019, but the short version is you’re not building a town from an overhead view, but rather a side-view street. Setting up effective shops and industry requires happy buildings, which lead to better and more specialized residents such as a baker to run the bakery. Placement is crucial, seeing as a factory beside an