![]() One or two BLOOMPS later, and I’m back in my meditative calm as the local god of fun things to do, listening to the happy shrieks of the riders on my roller coasters. These are small complaints though, and because Parkitect is so unfailingly gentle, I haven’t become genuinely annoyed at anything for more than a moment. ![]() I’ve accidentally messed up my footpaths more times than I can count by accidentally deleting things with a stray right click, and adjusting heights can be frustratingly jumpy. My only gripe on this front is that the controls can be a bit of a hassle. My own creations have never been as aesthetically pleasing as the top designs on offer in the blueprints, but players with more patience than I have will be delighted with the building tools and the potential for endless fiddling. Others have created haunted houses, fortresses, and ski resorts. Players have built beautiful multi-storey Italian villas surrounded by trees and topiary, with roller coaster rails that swoop through the house before re-emerging and rising into the air, doubling back to make another pass through the upper floor. The player-created coasters are made even more impressive with a library of props. These are pulled into the game directly from the Steam Workshop, which is integrated into the game’s main menu. You’re also free to terraform, and to send coasters underground - it’s a remarkably powerful system, as demonstrated by the amazing designs I’ve seen whilst browsing through the player creations. It can be a bit fussy at times, but you can always go back step-by-step to correct any misalignment or mistakes. Coasters are constructed by beginning with a station tile, and you’ll move along your track building segment by segment, adding curves, climbs, dips, and tilt as you see fit. However, once you’re ready to get designing, you get a robust suite of tools to work with. ![]() Clicking the blueprints folder next to the “coasters” icon gives you a selection of the most popular designs players have constructed, and you’re free to place them just as if they were the smaller, self-contained rides of the midway, as long as you’ve researched all the necessary pieces. And if you’re not interested in the whole designing roller coasters thing, Parkitect is content to let you BLOOMP down designs created by other players. ![]() Sell a certain amount of tickets, say, or have a certain amount of guests. After the first few campaign missions, you’re free to attack goals as you see fit. It is brilliant at taking a very hands-off approach. I just want my little people to be happy. I’ve enjoyed the simple act of slowly panning around my parks, looking for long lines that might mean I can raise prices, or spotting bins that janitorial staff have neglected. This is how I’ve spent most of my time, in fact. And as your park grows, you can constantly fiddle with ticket and vendor prices. Install quick “midway” rides for easy fun and profit, or go in deep with a custom-designed roller coaster. You’ve got your pick of rides with which to amuse your adorable billiard ball-headed rabble. It’s fairly easy to get your park to a point that’s financially sustainable, and once that happens you can sit back and watch as your little visitors scamper about, buying balloons and queuing up for rides. Things are going to be just fine in this colorful little world, and you’re given the role of a benevolent theme park deity. While you’ll have goals to meet in the campaign, you’re rarely being pushed into a panic by anything like a major catastrophe. You see, it isn’t particularly interested in pushing you inexorably toward the top tiers of theme park management. I’ve yet to grow tired of this little effect, and that bit of feedback is what encourages me to keep expanding my parks more than anything else. The trees shudder as a gust of air signals the arrival of something you’ve placed down. Things in Parkitect make a satisfying BLOOMP when you put them down, whether they’re trees or employees or rides or bins. It’s one of the most downright pleasant things I’ve played this year, and here’s wot I think. It lets you get busy right away with designing your own stomach-churning roller coasters, but if lateral-versus-vertical G-forces are a bit more than you want to take on, you can always just use designs created by other players. The game itself is gentle with the demands it makes on you, but it gives you plenty of tools to work with. instead, its spaces are idyllic and peaceful, the twinkling lights of the Tilt-o-Whirl and Ferris wheels highlight its cheerful dioramas. The noisy, chaotic, and slightly illegal feel of the carnivals of my youth isn’t quite present in Parkitect.
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