I'm really enjoying this game so far. I'd normally wait longer to write a review, but I had a lot of thoughts on this one and I already like it. I wrote a GDD for an urban life sim game before, and honestly, playing this again really made me want to revisit that concept. This is an independent studio, and what I would guess is a smaller team tackling a huge game, so to even get this sort of game out there is a miracle. So yes, short version: really fun, probably my favorite farming sim game by a long shot for the aesthetic, focus on characters, and options. Besides the obvious comparisons to the farming sim genre that Harvest Moon spearheaded until Stardew Valley appeared, I read that this team referenced Persona as a reference for that (the loading acorn is already a dead giveaway). And honestly, that really grabbed my attention - Persona social links are a fantastic goal to aim for. I've only just gotten started with interacting with a lot of the residents and I can already see the influences. Honestly, one of my favorite parts of the game is just biking around the city and town itself. The attention to music in these scenarios is also nice, and very Persona-ish. I may revisit this to add more, but I'm already charmed. It's got his rough edges as one would expect, larger studios with a massive QA team would still miss a lot of things in a game with this many moving parts, but it delivers what it promised and I'm having fun. And that's all I'd really ask for. For more specific points, here are some notes I mentally made while playing. They aren't really organized: * The loading acorn is correct from what I can tell - you should take your time. I have a habit of "getting myself squared away" first in any game I play, and that's just not really the way to approach this. * This game uses the classic Harvest Moon/Stardew Valley format of a running constant timer. I get it, though honestly I'd have preferred a time-slot system, or at least an ability to increase day length further. But again, that's just me, and the game doesn't (seem?) to have a time limit. I guess I'll see! * I'm just getting started into the characters, and one thing I think the game might have benefited from is the ability to examine various things. It may have been a good way to add some character building moments when in other people's houses for example, outside of the visual information. * The post-hangout Comment/Gift/Help system is an interesting choice. Personally, I think it might have been nice to do a necessary comment multiple choice where they were received differently, and then after that an option to gift or help. Otherwise technically speaking, the comment NPCs are a lot easier to friend up. But this may be intentional, and that's fine, and that is just my opinion. Though I kind of wish the "helps" looked at your current abilities. Ryan gave me 21 days to get him a Reuben sandwich in one of the first hangouts, and apparently I need to be a master chef to craft it because I still can't learn that recipe. * The cooking was a bit frustrating at first for me, and I might not have been the only one. But that's on me for trying to experiment. While you can, I definitely wouldn't, it seems(?) that even if you have the correct ingredients it may prevent you from doing it. Furthermore, I do wish some of the tools were a bit more broad - I can cook a steak in a cast iron pan, but not a chicken thigh? That said, when you DO get past the barriers, it's a neat system and has some nice aesthetic/sim-detail touches. Someone had fun with the rice cooker for sure. * I've seen complaints that the NPCs aren't, using the common parlance, "playersexual." This is clearly in subjective territory, but I'm honestly fine with either approach. The truth is that yes, you are going to annoy or even alienate certain players that way because they had an NPC in mind and they realize they aren't going to be able to romance them with the character they want to play. But also, an NPC's preferences can be a defining character point for them. They are characters, realized individuals. It can help reinforce that. Adding their sexuality/preferences to their social media bio (even in a directly in-character way) might not have hurt. But maybe that would have worked better if the phone had a separate dating app that all the SunnySide romance-able characters were on that you could view their info that way. Not sure. * I saw some threads about marriage/children, but I am very glad this game doesn't consider those as end-game. They aren't for a lot of people in real life, especially with the outdated and archaic baggage still attached to even a modern concept of marriage. I think those would be nice options for people who want them for their character, but that's like a huge content update. * The battle system is pretty interesting. First and foremost, I appreciate it's turn-based RPG style, I much prefer that over the hack-and-slash systems. It's got some nice uniqueness and style in it, but I don't really think it works as a "deck builder." The main purpose of a deck builder is to tailor your approach, your strategy. And that is often used with a max hand/draw amount and a larger set of cards to pull (Potionomics is a good example). Since the ofuda are consumed on use (even on upgrading it just "reduces the chance of being consumed", it doesn't eliminate it), it doesn't really work like that. You're going to find yourself auto-inserting them like bullets, and you can't strategize every fight. It's a shame - I get why they did it, mechanically - it's a resource, so if its infinite, it doesn't need to be replenished. That said, if nothing else, if I wish they used charges or a different energy mechanic. Like I'd rather need "fire energy" to charge my fire deck elements or something. That way I could build a specific type of deck. But realistically, I can't stop every fight to re-adjust my deck, so I just throw in whatever I got. * The ability to re-home or rename animals would be really nice. I have two chickens named Winston because I made a mistake. * I would have liked manual saving. Given that an average day is supposed to be 18 minutes and you can save at any time by ending the day, I get it. The days-that-don't-end are not to be used to do massive amounts of things so progress lost is sort of on the player at that point. Might be just me, I'm someone who saves after doing one interaction in a menu. * Wow, having had the misfortune of living in a small town for longer than I'd like, those store hours are brutally accurate. Everything is closed all the time. Realisitc and logical in the game world since most of these businesses are run by 1-2 people. * This game isn't voiced for obvious reasons - huge amounts of dialogue, smaller studio, the cost would be astronomical. That said, a nice update might be to add non-specific verbal cues like Sparky has when talking to them. "Hmms," or a one-note sad/happy/angry noise. Just a bit of flair, the writing is most important though. * The Skill system was a nice surprise! Part of me wishes I had an app for it, but it'd be nearly useless after maxing, so I understand. * Lots of great character designs and a huge cast. Their personalities really shine through too, love that. * Technical Note: I think there is a memory leak at the writing of this review, which is totally unsurprising given the size of it. You may want to restart if you are doing a long play session after a new day save. The map will slow to a crawl and the graphics will have a tough time loading in. * Funny Side Note: I appreciated the lighthearted burn on watering cans and old-style farming. I mean I get it, it's for the mechanics sometimes, but if you look at it realistically it's pretty funny in sim games with modern tech they ignore it to make those mechanics work.
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