“My success was derived from frustration, more so than any calculated resolve.”
‘Rented Rooms’ produce people and the ‘Pub’ produces pints, so having them in a specific radius of each other gives them bonuses, raising their appeal. But a 2 star Rented Room also wants food, so you need to have a ‘Grocer’, and the Grocer needs more people. So you build more Rented Rooms to satisfy that need only to find you are too far away for the Pub to gain the benefits. You now need to rearrange them all to sit within their influence radiuses. Simple, right? Well, in the beginning maybe, but when you start going through your tasks and unlocking newer jobs, the requests start getting exponentially more difficult to accomplish.
In truth, I only made it through the first city by using ‘slider puzzle’ techniques of just moving stuff around until it worked. My success was derived from frustration, more so than any calculated resolve. By the time I made it to the new city I was daunted by the complexity and ridiculousness still yet to come. Buildings Have Feelings Too! created a surprising amount of anxiety for me, despite presenting like such a friendly experience. City-builders and management games surely bring some strategy and anxiety with them, but the precise requirements needed to proceed with the added space restrictions within this game are as complex to me as a Rubik’s Cube, and those things perplex me to no end! The game also offers no quicksave and no undo. If you accidentally or inadvertently move an upgraded building away from the buildings giving it the bonuses it needs, you have a race against time to stop the building from self-demolishing and spending your hard-earned resources to repair and redesignate it, starting the whole damned puzzle from the beginning again.