While everybody is out doing sandbox-things, I played through the whole campaign and would like to offer feedback for every park in the campaign aswell as general campaign feedback. English is not my first language but I try my best to be as concise as possible. It is still going to be a lengthy post so get a beer ready. Or two. Spelling or grammatical errors are an artisitc choice.
First off: I have been playing Themepark games for about 25 years. The PlaCo2 campaign was played on hard difficulty every park with every type of collision-mode disabled. I played without mods with the deluxe edition rides. In the beginning I actually did my best to make every park properly, but eventually switched to "RCT-ing" (meaning: placing blueprints and going fast). Since I cannot see all the goals of the park from my savegames, some feedback will be more "vibe-based", so keep that in mind. Some parks were played before hotfixes, some after. It is my personal feedback for the devs and discussion is appreciated. I will try to keep from general gameplay feedback but sometimes it will be necessary to get the point across. First I will write generel feedback, then game-mechanic feedback, then feedback concerning every park with a personal rating of A-wesome, B-retty good, C-ould be better, D-isastrous.
General feedback:
Concrete overarching feedback:
Now to the Park-by-Park feedback and rating:
(I will leave out the tutorial parks which were nicely done)
(1) Parks and Restoration (B):
(2) A Shore Thing (A):
- Nice scenery, lots of room, good tasks, also lots of creative potential.
I have nothing to complain about. Since you have so much room, even the 4,5 star task is not a problem. I would have liked to be able to copy the huts though. Very good park!
(3) Just the thicket (B):
(4) Summit Awesome (C):
(5) Building The Bifröst (D):
(6) Farmland Fiasco (A):
(7) The Brothers Swimm (C):
(8) Sky's The Limit (A):
(9) Paradise Lost (C):
(10) Double Trouble (D):
(11) The Garden of Edith (D, could be A):
(12) Fabled Fjord (C):
(13) Lazy River Styx (D):
(14) Labyrinth Secrets (C):
(15) Thrills'n'Spills (B):
(16) Coaster Chasm (B):
Ok, that was quite the writeup. Hats off to you if you read all this and it isnt your job. Hopefully one could get a few insights out of it. Making the challenge tasks visible even if you completed the park should also be a thing bc that would make this kind of feedback more precise.
Have a good one, I need a break now.
First off: I have been playing Themepark games for about 25 years. The PlaCo2 campaign was played on hard difficulty every park with every type of collision-mode disabled. I played without mods with the deluxe edition rides. In the beginning I actually did my best to make every park properly, but eventually switched to "RCT-ing" (meaning: placing blueprints and going fast). Since I cannot see all the goals of the park from my savegames, some feedback will be more "vibe-based", so keep that in mind. Some parks were played before hotfixes, some after. It is my personal feedback for the devs and discussion is appreciated. I will try to keep from general gameplay feedback but sometimes it will be necessary to get the point across. First I will write generel feedback, then game-mechanic feedback, then feedback concerning every park with a personal rating of A-wesome, B-retty good, C-ould be better, D-isastrous.
General feedback:
- I liked the characters and storyline, even though it ended quite abruptly. The voice acting was great and it felt nice and fresh. The "cornyness" was very minimal.
- Lots of parks to play was a good edition. I got about 70h out of it, if you play with all the blueprints and you go very fast, you have at least 40h. Thats a very good value for your money.
- The parks were varied enough, but only launching with bascially 4 themes made some parks feel same-y.
- In the end I felt like I had to abuse gameplay systems or "power-game" to get things done reasonably.
- Overall I had a decent time with it, some was very good, some was very bad - it evened out. The earlier parks were usually better than the latter ones. More on that later.
- The steam achievements seem random.
Concrete overarching feedback:
- Change every "Build X flatrides" to "Have X flatrides". It feels bad having some flatrides you built too early not count.
- If you just want player to have Pools/Coasters without any specifics, change them to "Have X" aswell.
- For flumes definitly have "Have X flumes" if they do not have requirements.
- For coasters lower the "Minimum Fear of X" by at least 2 (e.g. now: fear of 5 -> then: fear of 2). If you know how to build smooth coasters, you often don't reach the requirement. Then you have to change banking and purposely "worsen" the coaster just to get the challenge done. Does not feel nice.
- For coasters also: get rid of minimum nausea requitement. You have to throw every sense out to get a nauseaous coaster. Instead use "Maxium Nausea" more often. I believe it was only the case for one of the Chapter 4 parks but I am not sure.
- Get rid of scenery requirement task. The way it is calculated I often ended up spamming blueprints because the trees and fences I placed to make the park look nice but realistic were not enough. This was especially bad in that one fjord park. Instead of general scenery requirement I'd prefer "Build X with minimum scenery of 6000" or something, like you did with the farm park. I felt like this was not used much if at all but should be the core piece.
- Get rid of the "Build Transport Ride" task. I believe it was only used three times and the first two times was in some early parks where (a) you did not have many options and (b) you did not even need a transport ride due to the park layout. Change it to "build a relaxed tracked ride" instead... or, if that was meant to begin with, change the wording.
- In chapter 1 (maybe even 2) lower the 4,5 star requirement task to 4 stars since you don't have enough coasters/rides to reach a nice rating without resorting to spamming/power gaming. Also when you don't have the classics such as the HelterSkelter etc., you're even worse off.
- MAKE ALL SCENERY EDITABLE! PLEASE! It feels so bad building something and then you cannot move the tree or rock (especially when you can move other trees and rocks!). PlaCo was always about creativity, not battleing some inconveniently placed tree or house. This also goes for prebuilt stalls which I would have liked to copy into other areas of the park but couldn't because they were locked.
- Swtich up the financing. Make some parks only be able to be financed through rides, some only through stalls, some only through entrance tickets, some with fixed ticket prices or maximum ticket prices etc.. since the money balancing aspect of the game is broken (setting the park ticket to full and every ride to bargain will give you more money than you can spend), giving some boundries could make things interesting. Maybe even give a park no money at all but very high-end tasks! Just for the love of god do not turn off earning money completely... (more on that later).
- Double-check park-rating tasks so they dont auto complete instantly when you load into the park (I noticed that 2 or 3 times... get 1 star rating was already completed).
- Since money is so easy to make, drastically increase the "pay off loan"- loans to something like 100k. A 20k loan is way to easy to get done.
Now to the Park-by-Park feedback and rating:
(I will leave out the tutorial parks which were nicely done)
(1) Parks and Restoration (B):
- Nice idea, very beginner friendly but also very cool
- Stupid: Length requirement of the last coaster... just get rid of it, it does not serve any purpose except getting an additional mini-hill somewhere.
- For my taste a few too many "build new coaster"-tasks for a park with lots of coasters already. Having a "track ride with X scenery" would be very nice.
(2) A Shore Thing (A):
- Nice scenery, lots of room, good tasks, also lots of creative potential.
I have nothing to complain about. Since you have so much room, even the 4,5 star task is not a problem. I would have liked to be able to copy the huts though. Very good park!
(3) Just the thicket (B):
- A nice concept with cool scenery and decent tasks.
- Problem: Getting a wooden coaster early on is a bit tough unless you build a wooden mouse or something very small.
(4) Summit Awesome (C):
- The idea itself is fun, but transporting people with a transport ride does not feel sufficient to get them to the other side.
- Guests get stuck in the area in front of the the mono rail station and collider. Maybe that is on me but due to the limited area of the park this seems to be an unfixable tight spot.
- Too many coaster tasks. You just end up spamming them on the other park side where no guest is. Also because it is not really clear by the way the restrictions are formulated that you can actually place coaster tracks into the canyon... I realized this when it was already too late.
(5) Building The Bifröst (D):
- The first park I really disliked, probably because most of the park was already finished and you could not edit all the scenery.
- The park is super cramped and building a transport ride here really was awful.
- Too many flume tasks.
- Due to the weird layout, satisfying hunger/thirst needs felt weird.
(6) Farmland Fiasco (A):
- One of my favourite parks!
- Great concept, lots of space but does not feel empty at all, great tasks (well, maybe besides the transport one which kind of forces you to use cable cars because busses and boats do not fit in that park)
- Everything was editable from what I could see which made a huge difference
(7) The Brothers Swimm (C):
- Little bug on the calm-side: path to the toilets were not connected.
- Uneditable scenery made placing hard.
- Coaster-Tasks with x-fear etc. need to be adjusted (look general feedback)
- Felt a bit too "spammy" in the flatride department since you could not really build coasters freely due to the park being very cramped again.
(8) Sky's The Limit (A):
- Brilliant park, probably my favourite.
- You can freely build a neat, tidy park
- You have a decent challenge but everything is fair and you still have some leeway.
(9) Paradise Lost (C):
- The park feels to vast and empty.
- Too many "Big Coaster" tasks kind of caused the main park to be cramped onto one island for me while the rest is just used up for big coasters.
- Getting from island to island is done by paths which looks a bit weird to me.
- There is an unused cable car station. Do we really need that one? It seems very hard to get to aswell.
(10) Double Trouble (D):
- I expected to have tasks for one side of the park and some for the other side... but no.
- In the end I build almost EVERYTHING in Kentas side. This was cramped-deluxe.
- Not being able to build though the little lake or something made it even worse.
- The tasks were meh.
(11) The Garden of Edith (D, could be A):
- Superb scenery, lots of room... what could go wrong? After I placed my rides and tried to make them "nice and park-y" I realized the gimmick was you could not earn money.
- Not earning money caused me to power game because now I had to optimize my money for the best result.
- I ended up with stupid coasters and the same set piece spammed all over the place because it gave me the best scenery rating for the money I used up.
(12) Fabled Fjord (C):
- Generally good layout.
- Too much space for the ride/coaster tasks you get! Makes the park feel empty... at least coaster/ridewise...
- ... but it is not empty since due to the rediculous scenery requirement tasks I had to literally put every viking blueprint building at least 10 times in the park. This wasnt a park anymore, it became a viking city.
- Building restrictions did not make sense and felt random.
(13) Lazy River Styx (D):
- Again, scenery not editbale is horrible, especially if everything is cramped.
- Building restrictions felt bad.
- I had to build my water track rides in weird ways.
- The flume requirements were absolutely dumb... High excitement but cannot go over 25kph? Who thought of that? In the end I just build a long flume that constantly went up and down on every new track piece which made it look like a testing track for car suspension. Those values need tuning and I am not a fan of avg./max speed Tasks.
(14) Labyrinth Secrets (C):
- Also very vast and empty.
- The scenery is very cool though and has lots of potential for rides.
- Tasks were okay I think except the one where you need a super high drop but maximum speed... again, who comes up with that? What did I build in the end? High drop but Trim-Brakes all the way down... stupid!
- The "increase scenery rating" task is worded weirdly because the starting coaster has a name but the task refers to "stand up something coaster" instead of the name of the coaster, which is confusing. Also the task is way too easy since there is already so much scenery around it.
- Please fix the terrain... you cannot build things a lot of time because the terrain is in the way and I cannot change it.
(15) Thrills'n'Spills (B):
- Very beautiful park!
- Good overall tasks except the transport ride again...
- Also don't do coasters with minimum nausea requirement... it is stupid. It was really hard to be so bad at building coasters so I could actually reach this. Way too gamified.
(16) Coaster Chasm (B):
- Enough space so it feels big but not empty except that one optional part in the back.
- Coaster tasks were good except for the minimum Fear rating.
- TRANSPORT RIDE! Well here it made sense but I was already jaded haha.
- Make those starting coaster stations editable! I fiddled around with the settings and then the coaster bugged out to a degree where it always fell off the track right after the station... just because I didnt want my coaster to get launched with 30kph out of the station. If you dont want them editable, at least reduce the exit speed to 12 or something.
Ok, that was quite the writeup. Hats off to you if you read all this and it isnt your job. Hopefully one could get a few insights out of it. Making the challenge tasks visible even if you completed the park should also be a thing bc that would make this kind of feedback more precise.
Have a good one, I need a break now.