While there's a fair amount of control over how the park is run, design and spending limitations, though, makes the experience feel less than exciting at times. Kids make numerous operational decisions in Overcrowded: Tycoon to adjust revenue and customer satisfaction. They need to keep an eye on visitors' state of mind, because some will get hungry, annoyed, or need things, which can affect their spending at the park. Waiting in long lines is a frequent point of contention. But kids also need to balance their available choices -- one of the game's admirably nuanced elements. Increasing an attraction's queue length, for instance, lets you serve more visitors, but the waiting time could increase. Adding more seats, on the other hand, can allow you to serve more people and reduce the waiting time. But the game doesn't give much guidance or prompting on operational aspects.
Players also have less autonomy over the park's layout and basic features. Structures can only be added in certain areas, and while smaller items, like trees, can be shifted, larger buildings aren't easily moved. That's frustrating since ideally, you want a layout that encourages people to stop by multiple things, which can be hard to plan when you aren't sure what the park will eventually feature. While the game doesn't force you to watch a ton of ads, there are subtler pushes to buy things, ranging from pop-up plugs for special deals to the cost of new attractions. If kids don't want to shell out for those items, their amusement park could have noticeable gaps in some places. Only one construction project can occur at a time, so kids may feel pressured to spend gems or money to speed it up. That means facing some delays while playing the game, due to building constraints and not having enough profits to fund a new attraction. Provided they're OK with waiting those instances out, though, Overcrowded: Tycoon offers some interesting -- and potentially enjoyable -- opportunities for strategizing.