Разработчик: Binogure Studio 🐺
Описание
Январь 1976, вы только что создали компанию по разработке видеоигр. Вы арендуете тесное помещение, которое позволяет вам создать вашу первую игру. Ваши игры быстро становятся успешными и вы должны переехать в место получше, но решать вам - пересекать ли город для выбора следующего офиса. В мгновение ока вы уже нанимаете художников, чтобы улучшать визуальную часть ваших игр. Затем идут разработчики и тестеры.
Но проблема остаётся, даже если ваши игры безупречны, у вас не хватает фанатов для того, чтобы самому издать большую игру и сделать студию прибыльной. Вам придётся обратиться к издателям, которые будут забирать львиную долю от вашей прибыли. Повторение успеха - это единственный путь к избавлению от издателей. Кроме того, вы сможете публиковать собственные издательские контракты. Тогда вы будете готовы доминировать на рынке и выкупать ваших конкурентов.
- Разработка или аренда игровых движков
- Получение/публикация игровых предложений
- Покупка или аренда нескольких зданий
- Разработка и управление цифровым магазином
- Взлом игр конкурентов
- Открытие новых игровых жанров
- Шпионаж за конкурентами
- Возможность нанимать персонал
- Организация маркетинговых кампаний
- Организация и участие в игровых выставках
- Выкуп конкурентов
- Выполнение контрактов, которые обучают ваших сотрудников
- Портирование игр на несколько консолей
- Разработка логотипа вашей компании
- Управление расписанием своих сотрудников
- Возможность получить награду "Игра года"
- Создайте свою собственную консоль
- Договоритесь о получении лицензий на консоли
- Хорошее времяпрепровождение
City Game Studio предлагает несколько уровней сложности. Вы сможете найти подходящий для себя уровень сложности - от неспешной прогулки до постоянного испытания.
Для тех, кто хочет исследовать игру во всех ее закоулках, есть режим песочницы. Вы контролируете свой игровой опыт, настраивая каждую новую игру.
City Game Studio - это результат нескольких лет работы одного живого существа - ну, одного человека. За исключением саундтрека, который был написан талантливым музыкантом: Conciliator!
Я приветствую конструктивные комментарии любого рода, так что, пожалуйста, не стесняйтесь обращаться ко мне! Я сделаю все возможное, чтобы оперативно отвечать на сообщения и решать возникающие проблемы :)
Поддерживаемые языки: english, french, russian, spanish - spain, german, portuguese - portugal, italian, dutch, japanese, simplified chinese, polish, portuguese - brazil, turkish, korean, czech, ukrainian
Системные требования
Windows
- ОС *: Windows Vista, 7, 8, 8.1, 10, 11
- Процессор: одноядерный
- Оперативная память: 2 GB ОЗУ
- Видеокарта: OpenGL 3.0 (1280x720)
- Место на диске: 512 MB
- Звуковая карта: стерео
- ОС *: Windows Vista, 7, 8, 8.1, 10, 11
- Процессор: двухъядерный
- Оперативная память: 4 GB ОЗУ
- Видеокарта: OpenGL 3.0 (1600x900)
- Место на диске: 512 MB
- Звуковая карта: стерео
Mac
- ОС: OSX 10.14
- Процессор: одноядерный
- Оперативная память: 4096 MB ОЗУ
- Видеокарта: OpenGL 3.0 (1280x720)
- Место на диске: 512 MB
- Звуковая карта: стерео
- ОС: OSX 10.14
- Процессор: двухъядерный
- Оперативная память: 4096 MB ОЗУ
- Видеокарта: OpenGL 3.0 (1600x900)
- Место на диске: 512 MB
- Звуковая карта: стерео
Linux
- ОС: Linux Kernel 4.0, Mesa 12, X11 7 (или более поздних)
- Процессор: одноядерный
- Оперативная память: 2 GB ОЗУ
- Видеокарта: OpenGL 3.0 (1280x720)
- Место на диске: 512 MB
- Звуковая карта: стерео
- Дополнительно: Debian > Arch > Windows
- ОС: Linux Kernel 4.0, Mesa 12, X11 7 (или более поздних)
- Процессор: двухъядерный
- Оперативная память: 4 GB ОЗУ
- Видеокарта: OpenGL 3.0 (1600x900)
- Место на диске: 512 MB
- Звуковая карта: стерео
- Дополнительно: It is the year of Linux on the Desktop!
Отзывы пользователей
fun game and enjoyable
After completing the game it doesnt really make you wanna come back for more, but for a good price on sale its a pretty fun game to pickup. Who wouldnt want to manage their own game studio and release games? There are plenty of cool features in this game and its definitely a fun little laptop game.
Developer is amazing, very responsive to community feedback and updates often with qol, use or cool new features/mechanics.
Fun game and polished, especially in this genre.
This is how modern game development should go!
i9-13900K, 32GB of ram, 4070ti and the game crashes so much that the 2-min autosave feature is useless. I have to manually save every single time that i make a decision. I really loved the game that i put up with it for two days but jesus its unplayable for me :(
An odd little game. Objective isn't clear beyond not going bankrupt, you can make as much money as you'd like and it puts you on a leader board but otherwise lacking in direction. Game lags out when you really have a lot of game studios. There's no real punishment for expansion. Overall game lacks direction and feedback and has performance issues.
Edit to add my response to dev's reply:
A scenario sounds like a great idea, but that's not what I meant. There is a win condition already built into the game complete with a "you won" screen, but the win condition and the progress towards it is not presented to the player (or if it was I TOTALLY missed it). There are no objectives to reach for or to measure your progress against (E.G. Keep 10 employees on payroll for one year, launch your first AAA game, Make 1G on a single game launch etc.). I don't even know what I did to trigger the win condition!! There are some achievements, but it's not something you're told to work towards.
Yes, the game has five difficulties and I played on the in-game recommended "2" difficulty, and while it may have had an impact on some of the following issues, I don't think that's the source the above mentioned issues and I can't imagine them being remedied by a higher difficulty as they seem like design oversights/choices. It seems like you put effort into trying to make hiring, decorating and expansion choices impactful and important, but at some point they just don't matter (decoration choices NEVER mattered at any point on "2" difficulty) and you're buying up every person and building that you can with absolutely zero consideration as there's no downside to doing so. Also, once you start releasing multiple games at a rapid clip, your game will bog down performance and fill the screen with popups detailing how well they did and make you unable to play further.
There are many things to like in the game; among them I especially like how the making your game engine free and open source unlocks free updates to your engine from the "community". The cat videos when you're hacking are cute too. It's not that I didn't like the game, I do, it's just that it's far too flawed and incomplete feeling to recommend it as it is. Just giving my honest feedback, good luck dev.
Addicting, like any game with numbers which go up can be. Lots of features, not as many as Software Inc, but enough to keep a "bloat lover" like me busy long enough. It also drops all the sandbox aspects and frames the player into a strict, immutable storyline, with up and downsides. As an Amiga user of course I'll focus all my efforts on it, but why only the A500? That's it, only the 500 is available, and even the allegedly most complete mod won't add any other model. Having this preset story means that I can fully predict where not to waste money and every game is going to be the same.
UI is decent, a couple screens might had been tied together but this is nitpicking, it does its job. OST and sounds are quite repetitive but not intrusive. Graphics are barely serviceable, but everything is clear, no noise, no excessive colors.
In the end the game is leagues behind Software Inc, but it offers a different enough experience, borrowing much from Game Dev Tycoon except its barebone structure. Not a masterpiece, still entertaining.
TLDR: Promising game with some annoying issues
At first glance, CGS seems like an updated and more in depth Game Dev Tycoon. You start your game company in your room and after publishing a few succesful games, you rent a bigger studio. At that point, the differences between these two games become evident.
For one, there's a city map. I still don't know what the point of it is, but it's there. You select which studio you want to rent, (which largely consists of filtering on the maximum amount of rent you want to pay, sorting the list with largest area surface at the top, and clicking that studio) and then you're given the option to automatically furnish it with furniture. You could do it manually, but that's exceptionally tedious, so I never bothered. This means that your studio will look like an absolute pig's breakfast. Since the studio floor is what the screen will be centered on most of the time, it's quite problematic from an aesthetic point of view.
This entire aspect of the game (building and furnishing) feels rather useless at the moment. It also leads to some awkward situations. When servers become a thing, you need to place them down physically. The AI will not place them down when you automatically furnish an office, presumably because you don't want servers to clog up your office space. That's fine, just rent a whole new building and use it as a server park. Only, there is no option to automatically furnish it as such. Which means, you need to manually plop down each individual server. Since it's really tedious to do this neatly, I just spam click random locations, which doesn't really matter, because I'll never have to look at this location again.
Talking about building, the only way for you to train your staff (apart from them leveling up by working on projects), is to send them to university. Sounds logical, no? Well, as far as I can tell, you have to build a university yourself before you can do this. Since this is something you can only do when you've amassed quite a bit of money, it means that you can only start to purposely train your staff when you don't really need to worry about income anymore. Don't get me wrong, I like the idea of the systems in place here, since it really gives you a way to spend the massive amount of money you should be making by the 90s. However, the implementation leaves a lot to be desired for now.
Actually developing games is the same as with other games in this genre, so I won't bother explaining it. You can release your game pretty much right after development is finished though, without a lenghty bug-fixing phase, which for some reason feels a bit off. As far as I can tell, succesful games won't increase third-party console sales. So no, you can't keep developing brilliant and succesful releases for the Virtual Boy and make it a succes. That's fine of course, since no other game dev games that I know of feature a fully dynamic economy, although it is something I would love to see.
If you decide to develop and sell your own console though (and you really should), you can of course influence its sales. The amount of games (on release and afterwards), the quality of components, the marketing budget, etc... Developing the perfect console is what will really get you swimming in fat stacks of cash. It is here, however, that my willing suspension of disbelief was pushed beyond its limits. You see, I had developed the perfect console. Reviews were a whopping 100%. Sales were massive. By its second year on the market, it had sold 130+ million units. To boost sales, all games that I developed were exclusively for the HyperSystem (I suck at coming up with names, sue me).
Imagine my surprise when my first 100% game for this system sold 430 million times. Again, this was developed exclusively for a console which had shipped around 130 million units. In other words, the amount of units a game can ship don't seem to be influence by platform market share. To me, this shows that there is no economic simulation to speak of. This game went from "roleplay as succesful CEO and watch numbers go up" to "idle on my phone while numbers go up". I haven't actually tested if this is a bug that's only relevant on your own in-house console design, or if it goes for all third-party platforms as well. Either way, before this revelation, I had in-game plans: I was planning to branch out into more genres, develop a handheld console, buy up a competitor. When I saw the man behind the curtain, however, I didn't want to do any of these things anymore.
Overall, on the surface there are plenty of things to like here. It's only after a few hours of play that you'll see them for what they are: window dressing. This game does receive quite regular updates. If these systems actually do get integrated into a well-oiled simulation, you can bet dollars to donuts that I'll be back to playing this until the sun comes up. Until that happens however, I'll just let it sit idly in my library, hoping for the update that will actually turn this game into one that I want to play.
EDIT: The developer quickly responded to my review and set me straight. You can definitely furnish a studio with servers, I simply missed the option. The games selling more copies than consoles on the market is apparently a UI issue that lists subscribed online users as new buyers and will get fixed soon. In all, that's enough for me to give this game a tentative "recommend" label, if you don't mind dealing with some rough edges when it comes to renting/building/furnishing office space and training the workforce.
An enjoyable game with a solid amount of depth. Originally found out about it when the dev posted it on Reddit and chatted with them briefly about it, and I've been enjoying myself so far.
Great game, regular massive updates, lots of developer communication.
Pretty good, up until this one there wasn't really anything that came close to game dev tycoon imo.
This feels just as satisfying to play to me and is definitely something i will consider going back to time and time again.
The best game dev management game I've played, with incredible support from the single developer who's been working on this game for years. Cozy with a reasonable amount of depth and a plethora of difficulty options that'll please noobs and pros alike. If I had to leverage any critiques, there are two that come to mind. The first is that the rival companies feel rather soulless and I'd like them to interact with the player more, such as proactively offering contracts or poaching employees or creating games that "copy" your successful titles. The second is that your studio tends to fail hard or snowball before the last ~10 years of the game which can make it kinda tedious to play until the very end. But these complaints are minor in the grand scheme of things, and I give it my whole-hearted recommendation for anyone even tangentially interested in the genre.
Could have more diversity in the things you can do such as make arcades systems, run arcades, mobile games, and other small things like that which add immersion. There also needs to be a way to make consoles and games that don't max out stats/specs since in real life games or consoles that have the best specs don't necessarily always became the fan favorites. That could also add to the immersion since it is kind of annoying to make a super console that gets a 100% score and sells well but the better console is still the shitty Grantendos. There could also be a retro game feature since sometimes people like games that look simpler on purpose such as Undertale.
Other than that! I think it's a great game and I wish it just had a bit more on the immersion side for those sorts of scenarios but my favorite thing about it is that does create a sort of realistic or fun simulation of game development which is the core of the game.
Well I've played it for almost 3 real life days.. If that isn't enough proof for you go back to Call of Duty and bum around on your zombies camos you bum
This game is better than game dev tycoon and very addictive.RECOMENDED!
play it
very good
Nice relaxing game.
City Game Studio has held my attention for longer than the alternative Game Tycoon games I've played. While it's not a large market this is the entry I enjoy the most.
You start out as a developer out of their home at the start of the gaming, experience the dawn of the industry and unlocking and releasing games for initial genres.
Something easy to miss in this game is that much of it can be as manually micromanaged or as automated as you prefer - (hire a HR head if you don't want to assign people vacations for example) and even more with the imminent release of the studio head option to help further automate where you wish. These types of things come handy when you becoming a sprawling gaming empire like Actvision or EA, or when combined with your own hardware you can be the size of a Nintendo or a Sony.
I love stories I create around my games of the year and around the growing sales trends for certain franchises. It's fun to look back and see what your company that started in a house and became as large as Nintendo accomplished in the industry.
A general tip for anyone starting out who is not achieving high game release scores- you want to maximize the points allocated to each of the 3 stages of game development (where you pick features included). It can be tricky early on as no engine will have enough features to fill up all the slots but once you are able to create your own engine use it and then select game platforms that correspond to the number of features available to use.
I would love more role-playing elements, but at it's heart this is a tycoon game and it delivers in what is promises to be.
While I have over 100+ hours played I don't generally write reviews. This is a small developer that pushes out seemingly weekly updates every year. He listens and genuinely changes the game based on feedback. When we have developers who's initial reaction is - no, your wrong and here is why the game is great, it's so refreshing to know that we're heard regardless of the suggestions made here in Steam or if they are on the discord server.
I'm happy with where the game has grown too but thrilled that the game continues to updated and feedback actively sought. We get good games when developers have enough humility to listen. Thanks!
best game tycoon out there
Edit: it sounds like the developer is working on these issues, so I'm flipping this to positive.
I wanted to like this game, but called it quits at 3.5 hours. I like the vision the developer has and I like the idea for the game, but it has a fundamental problem: it wants you to scale up and multitask, but it is tedious to scale up and multitask.
- The UI for showing games in development only shows a couple things at a time
- You have to either micromanage your staff or else let things be vaguely crappy
- Managing individual staff doesn't really align with roleplaying of running multiple studios
On top of the mechanical and UI issues, the screen is hard to "read" in a sense of telling what's going on at a glance. The HUD and map use similar colors and controls with equal visual weight. It's just hard to absorb at a glance.
So my experience is that I wanted to explore all this game has to offer, make my own console, make engines, unlock new genres, all that stuff, but what I was actually doing in practice was clicking "hire staff" and sending people on vacation.
If they automated hiring and vacations, and got a UI designer to overhaul the HUD and the map, I would definitely revisit this game.
Worth noting I had a good time with Mad Games Tycoon, which feels much more limited but has better UI and balance. Also, I bought this game at full price and don't regret it.
I'm playing some GameDevTycoon from time to time and there are definitely many things this games improves. However, I usually played GameDevTycoon just for an evening too relax. For that this game is too cluttered and has too many options for me. Great if you want to immerse yourself in the experience and really want a simulation with many different aspects, but I'd rather have a more casual experience
City Game Studio is quite simply a greater, and more thorough, Game Dev Tycoon. Buy both games, you won't regret it!
YAYYYYY
nice playable game
its pretty cool
ive just beaten the game for my first time and dude, this game is incredible, the optimization is insane and its so good, well built, in my opinion 9/10 its a bit fast paced but other than that amazing time playing this
One of the few in the genre that lives up to the likes of Mad Games Tycoon 2 or Game Dev Tycoon, though I like this one for different reasons than either of those two.
Fantastic game with a great dev who is in constant communication with players. Goes much deeper than Game Dev Tycoon ever did. And I haven't even touched mods yet.
Fun and addicting!
"The Best Game Dev Sim Yet!"
City Game Studio is hands down the ultimate simulation for anyone who has ever dreamed of running their own game development company. It takes the foundation laid by previous titles in the genre and supercharges it with an impressive array of features and depth, making it not just another simulation game, but a true masterpiece of its kind.
One of the game’s greatest strengths is its unparalleled customization options. You can dive deep into every aspect of game development, from designing and releasing your own custom console to tweaking in-game mechanics like microtransactions. Want to create a perfect RPG, a tactical shooter, or an MMO? You can explore a vast range of genres and game types, each with its own strategic layers. The sheer variety and control at your disposal are both overwhelming and exhilarating—it feels like the possibilities are limitless.
The game strikes an excellent balance between complexity and accessibility. While it offers insane depth, the experience never feels unmanageable, thanks to a clean, modern UI that’s crisp, intuitive, and easy to navigate. The visuals themselves are minimalist but effective, focusing on clarity and functionality rather than overly flashy graphics. This approach lets you stay fully immersed in the creative and strategic process without unnecessary distractions.
Adding to the game’s charm is its mellow soundtrack. The soothing audio sets the perfect backdrop, allowing you to stay focused and relaxed even when your studio is expanding, deadlines are looming, and new projects are piling up. The music creates a nice, balanced atmosphere that complements the flow of the gameplay.
Overall, City Game Studio isn’t just a game, but a full-blown sandbox for anyone who loves the intricacies of game development. Whether you’re managing budgets, expanding your team, creating AAA blockbusters, or starting from scratch in a small garage, the game offers an experience that feels fresh, engaging, and incredibly rewarding at every stage.
As a longtime fan of game development sims, I can confidently say that City Game Studio stands as the best in the genre. It delivers a seamless, enjoyable, and incredibly rich simulation experience that you can sink hours into without getting bored. It’s an absolute must-play for anyone who enjoys management games or game development simulations. For me, it easily earns the title of the best game of its type—and it’s an experience I believe every simulation fan should have."
just play software inc
Good game! Would be even better if the owned studio could be built with multi layers, and hire managers to group the devs and directors to manage the managers.
W
Incredibly addicting game loop. So many ways to run your company. My life is ruined.
I recommend if you've played game dev tycoon and want more.
Great game.
Real Good Game!
Would Recommend if you are a fan of Gaming History, (Or like me, you wanna roleplay as Mr. Gabe N)!
10/10
Its a great game.
City Game studio is a very good game.
There's a lot of things that makes the game enjoyable, from making your own console, building your studios, training your perfect team.
I believe however that some things could be improved.
My main issue is difficulty, and how it's scaled with how the game works.
I feel like we lose the core of the game, if higher difficulties makes 'making games' the bad way to play. I understand it needs to be harder, but a game about making games, where that's not one of the correct ways to play in higher difficulty feels wrong.
We do make games in higher difficulties, but because we have to, not because it's good. We need to make games to unlock a lot of things.
If you didn't need to make games to unlock anything, then higher difficulties would optimally be played without making games for a very long time, which kind of kills the way the game should work in my opinion.
If I could give one advice to the dev, it would be to make it so making games can be rewarding early in higher difficulties, but the difficulty scales over time which requires people to actually train their devs, balance their team better, rent could be higher and other costs which require better finances (same with dev wages), the success rate with bad genres, there could be recessions or market problems etc.
In the end, the game is very good but couldn't find much fun when I looked for more challenge.
Very fun, well put together management Sim that follows the history of the video game industry. About to start my 3rd playthrough and would recommend to anyone who is into this type of game. Just one more hour playing, I promise :)
I bought this game a few days before this review, and it has been a rather enjoyable experience, even if it had some lesser issues along the way.
First, I'll start with the good.
City Game Studio does something interesting by having an entire city with areas available and studios there. It's pretty neat, even though it feels more like a nice GUI to see your multiple studios, the conference centres and the universities. If there's ever a sequel released, I'd love to see this feel more like a mechanic and less like just a GUI in one way or another, or at least make the competing publishers also interact with it by buying lots and expanding and opening new studios. Either way, it's a really cool concept that makes the world feel more lived-in.
There is a HUGE abundance and variety of game consoles. A lot of consoles from before the video game crash of the 80s appear here, and that's pretty neat (Want to develop a game for the Totally-Not-Colecovision? Sure, you can!). You can even develop games for Linux. The only major platforms missing here are Android and iOS as far as I remember.
There are quite a different ways to make money. You can make the games yourself, of course, but you can also send out an offer to publish games for other developers. You can sell your game engine for royalties. You can buy and sell stocks of your competition. You can even build your own storefront to sell your own games there, although I haven't really dabbled in that mechanic very deeply.
There is a great variety of different genres to play around with, although the themes that are available may be lacking a bit.
I also love that you can make sequels to your games right away. You can also do remakes and release GOTY editions of your games, which, in my experience, are great ways to make even more money and gain more fans.
It's all pretty interesting and fun and the developer is still releasing content updates and patches for this game, which is always a plus in my book and it makes me happy to have supported them.
Now, onto some criticisms.
The game does feel somewhat lacking in some areas and it does have some hiccups here and there.
An example of that is console development. You pick and choose different parts and a manufacturer, spend a bunch of money on making the console, advertising it, sending out dev kits for other developers, making your own first-party games for it... It's a very "hands-on" system, which I like. However, there is an issue with it: you'll always be behind your competition until the very end of the game. Now, I could just be playing wrong, but I just could not develop a console in a timely manner. Despite having a lot of people working on it, I was never able to deliver the console before it was already outdated. I even tried developing a console before Totally-Not-Atari's first console released, it was better than Totally-Not-Atari's console, but it still received mid reviews despite the fact that it was made with the best components available at the time. Again, I could just be playing the game wrong, so take this paragraph with a grain of salt.
There's also some minor annoyances with some of the controls. As far as I could tell, there's no quick way to move employees into a studio or from one studio to another after you already hired them. You have to manually select the vacant desk and move the developer there. It's not a problem with one or two employee, but it can get annoying if you have to move a lot of employees around.
Another very minor issue I had with the game is that there is a lack of customisation in some areas. Nothing major, just a lack of furniture variety and other stuff. It's far from a dealbreaker.
The small handful of other problems I have with this game can be summed-up as "very minor" to the point I even forget about them until I see them again and they don't really add up enough to even begin tipping the scales towards a "not recommend".
Overall, City Game Studio is a pretty fun game development game, even with its hiccups, and I do recommend people to at least give it a try. I hope all the best for the developer and I hope they keep making fun games like this one.
A very fun, nostalgic, cozy, and accessible game. Clearly loved by the dev and the community - he's just released an update today, 5 years on, and I see him responding to every message on the forum.
Gabe newell simulator. You can build steam and make billions. There is also multiple difficulty levels. Very addicting, played 6 hours straight till the morning lol
This a good deal of fun. Plays well on the steam deck but some of the mini games, like hacking competitors, are almost impossible to do without an actual mouse.
This game is better and more complex than Game Dev Tycoon. It feels like this game is an actual sequel made by those devs. It's really addictive once you understand how the flow works.
Start a game studio, things a are going great. Couple of games and some contracts, I rented another building.
Expand too soon, spend money and shit.
Books go in the red, bank man bad. Sold my studio and my game engine.
Rebuild again from my home.
11/10 good shit
Honestly solid game, management games like this usually get super complex and overwhelming within the first 2 hours, but im 14 hours in and im still having fun and managing everything. Company worth 2.8B
I really never leave reviews, but this game is identical to Game Dev Tycoon. The gameplay is the exact same, the graphics are similar, there's literally nothing separating the two games. I'm going to refund it, it's basically an exact copy that adds nothing of value. Disappointing
8 hours in - I've definitely grasped the core gameloop.
PROS:
- Introduces mechanics extremely well, bit by bit, to let you get to know how to play
- Interesting and well integrated mechanics
- Fun, "just one more game" mentality!
CONS.
- Some of the UI design is a bit bugged, such as overlapping UI's
- Some of the steps to do things (updating a game for example) are unclear
I'm definitely going to be achievement hunting this, it's good fun! I'd certainly recommend it, especially if you catch it on sale.
Pretty fun game dev sim. I played the hell out of the others available and enjoyed them for what they were, but this one is strange. I like it so far, but for me, the dopamine drip is stretched out over a bit more time. There definitely seems like a lot more to do and I'm interested to try it at a higher difficulty.
It has some familiar trademarks of the genre, but there are some cool looking UI's and menus. My only critique is that some of the UI isn't immediately eye-catching, but thankfully there are plenty of tutorial tooltips (that can be disabled, if chosen). I can see myself getting used to it eventually, but it'll take me some time.
As someone who has been recently attempting to make games using Godot, I thought it was pretty rad to see that it was created using it, so I decided to get it on sale to support the developer. Not disappointed.
Игры похожие на City Game Studio: Your Game Dev Adventure Begins
Дополнительная информация
Разработчик | Binogure Studio 🐺 |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 26.12.2024 |
Отзывы пользователей | 90% положительных (583) |