Parents' Guide to Buildings Have Feelings Too!

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Common Sense Media Review

Chad Sapieha By Chad Sapieha , based on child development research. How do we rate?

age 10+

Cute city management sim with mild alcohol references.

Parents Need to Know

Why Age 10+?

Any Positive Content?

Parent and Kid Reviews

What's It About?

BUILDINGS HAVE FEELINGS TOO! imagines a two-dimensional city populated by sentient structures, each of which has its own emotions and needs. Players move back and forth along a two-dimensional road looking for suitable spots to construct, upgrade, and move a variety of buildings. For example, rental housing structures like to be near food-providing grocery stores, and cafés do well near office towers filled with accountants that need to go on lunch breaks. Each structure has a set of needs that must be fulfilled by nearby buildings in order to be upgraded and unlock new types of buildings. But players need to be careful, because certain types of buildings can actively reduce the appeal of nearby businesses -- pollution-producing factories are not welcomed by high-rises filled with families -- and may eventually cause enterprises to go out of business or, worse, be demolished. Specific tasks, such as upgrading a distillery to a three-star business, or increasing the overall appeal of a neighborhood to a certain level, reward players with the bricks needed to build new buildings while also providing guidance and direction. Success depends on the player's ability to figure out and then juggle the often conflicting needs of each neighborhood, shuffling buildings to better locations as needed in order to make the most of limited resources.

Is It Any Good?

Our review:
Parents say : Not yet rated
Kids say : Not yet rated

The fun curve on this one starts low, then soars for perhaps an hour or two before dipping back down again. Buildings Have Feelings Too! gets off to a rocky start thanks to a deluge of slightly murky tutorials and unhelpful menu descriptions that make it tricky to figure out how things work. Once you clear this hurdle and get a sense of what you need to do, things get fun for a while. The buildings, with their quirky personalities expressed through brief conversations, help to create cute and enjoyable play that's augmented by the visual changes we see in each building as you install new businesses within them. And a pleasant sense of satisfaction begins to creep in as you upgrade buildings and unlock new areas, structures, and types of enterprises. It's like a digital puzzle composed of cleverly interlocking pieces that have to be shuffled around and put together just the right way.

Unfortunately, it eventually grows overly complex, which is where the fun curve starts to dip again. Moving the wrong building or upgrading at the wrong time can result in a red countdown timer appearing above a structure. If you can't figure out what's gone wrong and make the appropriate changes in time, the enterprise within will go out of business. You can start over from scratch, but you'll need to pay bricks to repair structural damages from the closure. And there are some circumstances under which a building might be demolished altogether. If you're having a hard time figuring out what you're doing wrong, the timer element can become very demoralizing. The really frustrating part is that it feels as though this issue could have been avoided altogether by eliminating the timer and simply suspending a building's operation until whatever problem it has is fixed. No timer stress, no wasted bricks, no lost progress. Buildings Have Feelings Too! isn't the sort of game that was ever going to be a runaway hit, but it still could have managed to serve its niche audience a bit better.

Talk to Your Kids About ...

  • Families can talk about screen time. Buildings Have Feelings Too! provides players with an ongoing, overlapping list of tasks to complete, meaning there's not always a natural spot to end a play session. So how do you decide when to quit playing?

  • What would you change about your neighborhood to make it a happier, safer, more efficient place to live? Did this game teach you anything about how to create better communities?

Game Details

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