Campaign Feedback from longtime RCT/PlaCo player (Spoilers, long post)

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:
  • 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.
Overall good job beginner park.

(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.
Also a very decent park with a lot of potential. Just get rid of the transport task and put the wooden coaster one a bit to the back. This park could also use a 3rd coaster task from my point of view.

(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.
Decent idea of a park, but everything feels too cramped and one sided. With double-station coasters you could enable some more possibilities but I reckon you need to be able to place a path to the other side to fully use it.

(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.
In the end I had to frankenstein this park in order to get it somewhat usable for the objectives. It looks horrid now. Maybe a me problem but I would not give this park more than a C since it is already built but manages to have so many empty spaces. The cramped design also causes the paths to get jammed up and peeps not finding the entrance. This park should get more "build X with Y scenery score" tasks instead of "finish 10 flumes".

(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
Overall a very well done park with beautiful scenery, reasonable tasks and an overall good time.

(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.
Could easially become a B if those coaster/flatride changes I proposed were implemented.

(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.
Very good mix between challenge and creativity without becoming unfair or bothersome. Park could use some more "build x with y scenery rating" tasks so it feels more like a little theme park.

(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.
I think the park is just too large and focused too much around big coasters. Maybe having a "pool island" could spice things up?

(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.
To improve the park make Kentas side purely a water park and the CC side with normal rides. "Have X flumes in Kentas Side" - "Have X flatrides in CC Side" or something. In the End this park was cramped to the max on one side and completely empty on the other (because you did not need the other side since you make so much money). A park about rivalry should result in two parks seperated by the canyon.

(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.
This park has so much potential to be a nice garden park but it was just a chore due to the limit on money and the scenery requirement. Here is what you could do: make park entry free, make coasters free but allow for profits from pool passes and stalls. Or have a fixed park entry of 10€. Or, if we do it the RCT way, this park is a prime candidate for "unlimited money but difficult tasks". Right now it is just a gimmick park which throws away the huge potential of the beauty.

(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.
Had high hopes for it but the scenery rating task ruined it. This needs more coaster/ride/pool tasks. Get rid of the park scenery rating and get some "build x with y scenery" in there. Could become a B then, an A with more reasonable building restrictions (like one side of the park only water stuff, one only coasters, one only flatrides etc., not scattered all across the park)

(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.
Park is too cramped, building restrictions and uneditibale scenery paired with awful ride requirement tasks made my park look like a rediculous game you would expect from a mobile thempark builder game.

(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.
Park needs more trackride/coaster tasks and more "scenery for ride x" tasks. It felt super easy to complete for a chapter 4 park and to me it felt as if I finished all the tasks before my park was already finished.

(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.
Had a decent time with it, could become and A park without those stupid nausea requirements.

(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.
Building coasters through the chasm and with tunnels and all was very fun. The big loan was actually very good and it felt like you had to do a bit of work to get your money together. Fix the weird exit speed on the starting coasters, lower min. fear requirement and make that optional part in the back smaller or get rid of it entirely.

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.
 
I agree with most points and really see myself in many points and like to double down on some issues:

  • Playstyle: This more a player issue than a design issue, like you already said there are many ways to play Planet Coaster, you have the ones, who would like to build ultra realistic than you have the people who enjoy dropping blueprints. It is kinda hard to unify both parts here, so i feel it is easier to cater to the blueprint jammers than to the builders, simply for accessibility.
  • Have/build/objective transperancy: I really miss the feature from pc1/rct3 that you could see the objectives from the beginning and you could work on the obejectives even if you are still bronze. I had two times the issue, that i had to build two new coasters, but didnt have the space since i couldn't forsee it, so if i knew i would need 5 coasters for platinum i would keep the space in mind. (the way the campaign overall feels very 'raidroaded' till gold. You need to get your flatride limit and so on, what if i want to build 3 flatrides on bronze?)
  • Transport rides: I am glad, that i wasn't the only one, i seriously thought: "what is your obsession with transport rides, building the xth cable car in a row, kinda feels repetitive.
  • Dual Park/Two sides: I really felt the gimmick was overdone and 'double trouble' killed my campaign progress, since i couldn't stomach the order: Brother Swimm, Paradise Lost and then Double Trouble. All very railroaded/gimmicky scenarios, if you don't like em there is your exit point. Even Sky is the limit, which was good and gave more of 'carnival', 'funfair' vibe, couldn't save it.
  • RESEARCH: I like the Idea of a Research Tree, but i really hate the idea of having one research tree for your whole campaign. First off, if you played the first scenario till platinum, you probably are done for the whole time. Second: Diversity. The series always had a the available rides incorperate in your scenario: 'only wooden rides', 'only tame rides' and so on, this individual Themes were missing, Third: Repetition: After the 2nd Chapter: i felt like i placed enough Tea Cup Rides for the rest of my pc2 career, it isn't fun if you need to do the same rides over and over.
  • Scenery: I feel the issue is here the consistency, I am fine if you can't change any landmark structures, it was and should always be a challenge to work your way around it, I am even fine, if there are some scenarios where you cant remove trees, i.e. the goverment told you not to remove any trees, but here i felt it was not done at a consistent basis: brother swimm for example had unfinished queue and exit, but you couldn't remove the rubble to place the ride. A neat little design idea turned from good to hell. Same with the empty stalls.
  • too small paths/natural path: Here i felt, especially in the first few scenarios, that the playtests were done BEFORE the guestcount was cranked up in comparison to the previous game. The main Aorta / Path was way to small in some scenarios. I would be fine with it, if the gimmick of the scenarios was: bad infrastructure, but i never felt, that 'shore thing', 'summit awesome' and 'bifröst' was about fixing the pathing. If guests are getting desperate cause they stuck in the entrance, players tend also to get desperate.
 
Great feedback from both posts! Personally I've played the campaign until chapter 4. Just like the OP, I thought the Sky is the Limit and Farmland Fiasco were the best parks in the campaign. Why, because they gave a fair map with space to build, had a realistic premise and gave enough challenge while still being fun to build on.

I agree with OP that some of the requirements were indeed too much of a hassle or were placed in such a way that bad behaviour was incentivised. Especially the at least 5 fear on the coasters; if you build a relatively smooth coaster with block brakes to improve capacity it is an impossible task. Much rather have more statistic based challenges; like for instance build a 40 meter high coaster, at least 700 meters length with 2 inversions for example.

Also agreed on the scenery rating challenge in Fabled Fjord; at some point I just spammed Blueprints just to reach the scenery goal. I also had the feeling in this specific scenario that way more scenery was required than in other parks to get to the number required for the challenge.

Another point which Valdo82 touched was the research system. Like he said; when you played the first challenge park of the chapter long enough you have enough research points to unlock everything. Although I do like the campaign wide chronologic way, I probably would have preferred it if it was 1) more time based (so older type rides would be researched first) and 2) research was limited to two sets per park for example. But even further than that; after the research is done; there is no more incentive to have the mechanic workshop. Maybe, just like Planet Zoo, it is an idea to attach reliability levels to the different coasters you have in the park. So for example; if you build a Outamax Multi Dimension coaster, the mechanics can research different levels of reliability so that downtime will be reduced. This is practically how it works in real life; mechanics from the parks work on the rides constantly making them more reliable over time.

Anyway, great feedback, and I hope that the future will give us more challenge parks, because they do fire up creativity in a form that sandbox parks could never do
 
I agree that the Fear 5 was hard, especially for a start, but the way i solved it wasn't that hard any: i build an arrow looper, just eyeballed it without smoothing, and i ended up with 5,3 Fear at 5,1G vert. The transisitions weren't super smooth but still ok.
It was challenging, but nothing too bad. Would it be a perfect sandbox coaster maybe not, but i have ridden rougher coasters in the past. I feel in game terms every slc should be 5 Fear. What i don't like on the other hand is 600m of coaster, cause i never know what 600m are when building and i just know at the very end. Fear i can test while building (more or less)
 
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:
  • 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.
Overall good job beginner park.

(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.
Also a very decent park with a lot of potential. Just get rid of the transport task and put the wooden coaster one a bit to the back. This park could also use a 3rd coaster task from my point of view.

(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.
Decent idea of a park, but everything feels too cramped and one sided. With double-station coasters you could enable some more possibilities but I reckon you need to be able to place a path to the other side to fully use it.

(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.
In the end I had to frankenstein this park in order to get it somewhat usable for the objectives. It looks horrid now. Maybe a me problem but I would not give this park more than a C since it is already built but manages to have so many empty spaces. The cramped design also causes the paths to get jammed up and peeps not finding the entrance. This park should get more "build X with Y scenery score" tasks instead of "finish 10 flumes".

(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
Overall a very well done park with beautiful scenery, reasonable tasks and an overall good time.

(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.
Could easially become a B if those coaster/flatride changes I proposed were implemented.

(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.
Very good mix between challenge and creativity without becoming unfair or bothersome. Park could use some more "build x with y scenery rating" tasks so it feels more like a little theme park.

(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.
I think the park is just too large and focused too much around big coasters. Maybe having a "pool island" could spice things up?

(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.
To improve the park make Kentas side purely a water park and the CC side with normal rides. "Have X flumes in Kentas Side" - "Have X flatrides in CC Side" or something. In the End this park was cramped to the max on one side and completely empty on the other (because you did not need the other side since you make so much money). A park about rivalry should result in two parks seperated by the canyon.

(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.
This park has so much potential to be a nice garden park but it was just a chore due to the limit on money and the scenery requirement. Here is what you could do: make park entry free, make coasters free but allow for profits from pool passes and stalls. Or have a fixed park entry of 10€. Or, if we do it the RCT way, this park is a prime candidate for "unlimited money but difficult tasks". Right now it is just a gimmick park which throws away the huge potential of the beauty.

(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.
Had high hopes for it but the scenery rating task ruined it. This needs more coaster/ride/pool tasks. Get rid of the park scenery rating and get some "build x with y scenery" in there. Could become a B then, an A with more reasonable building restrictions (like one side of the park only water stuff, one only coasters, one only flatrides etc., not scattered all across the park)

(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.
Park is too cramped, building restrictions and uneditibale scenery paired with awful ride requirement tasks made my park look like a rediculous game you would expect from a mobile thempark builder game.

(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.
Park needs more trackride/coaster tasks and more "scenery for ride x" tasks. It felt super easy to complete for a chapter 4 park and to me it felt as if I finished all the tasks before my park was already finished.

(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.
Had a decent time with it, could become and A park without those stupid nausea requirements.

(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.
Building coasters through the chasm and with tunnels and all was very fun. The big loan was actually very good and it felt like you had to do a bit of work to get your money together. Fix the weird exit speed on the starting coasters, lower min. fear requirement and make that optional part in the back smaller or get rid of it entirely.

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.

Just found this post in a search and it covers most of the same points I would have made. I am just playing Farmland Fiasco and (like you) found the transport task to be incredibly frustrating. This park is absolutely crying out for a train, but it's not unlockable in this chapter. I spent a whole heap of time planning a route for a Family Train only to learn it's a single-station ride and doesn't count as a transport ride. I appreciate it's in the kiddy-train style but there are plenty of parks which use smaller trains for their transport options. A cable car just doesn't work for the theming of this rustic, beautiful park and it's very frustrating to have to use one just for a random objective.
 
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