SugarMill reviews

Translated by
Microsoft from Deutsch
Early Access Review SugarMill ... A Build-up strategy game with slightly Tropicohauch and Banished/Forest Village character BUT The Money unfortunately not (yet) Worth it. The Idea is good (nothing New behind it) but the Controls were too Chacky And with me, for example, the Bulldozer Function did not go (which is needed in the Tutorial) The attitude of the Workers is (x Workers are responsible for Building, Y Workers for the Fields, etc) is okay. It is still very much missing and the Fun Is quickly gone when, as mentioned above eg the Bulldozer Function does not sparkle. The Balance between Construction and Production varies widely. Partly too fast (Construction) Partly very slow (Cultivation/Farm) With other construction Field games like Tropico or CityMotion etc, it can't (still) keep up. Currently I give the Game Thumbs Down points Rating 3.5 out of 10 Points (from 5 Points likes Thumbs up) Steamsale acutally 9.99 ... I got it back then for just under 20. It's not finished yet and the little Part so far is not good and hard to play.
Translated by
Microsoft from French
Early access review if you liked banished you'll love SugarMill. A contrario, if like me you did not like banished, you will have trouble with SugarMill. Yes, in its current state, SugarMill is no more or less than a clone of banished in early access. Well, there are some minor details that distinguish them but it is so little, essentially the existence of a currency used for trade instead of barter (trade with whom besides? We know nothing, perhaps the merchants of banished or the Venetians of anno who would have lost themselves in a retreat of space-time. The script is felt by his absence). But like banished, SugarMill has no internal economy. What is the use of this money? Good question! Well to buy land around the original parcel, in the manner of a city Slyline. Yes, well, it had to be useful to the Flouze, wasn't it? There is also a military tab, which, from what I understand, offers some buildings in order to prevent pirate attacks enticed by your flourishing business. So fundamental in the mind of the designer (s) that hackers are optional to party creation. Without this being really substantiated by concrete, in view of the possible construction lists to date, I have the impression that SugarMill could end up with a few more buildings and products than banished, it would bring us somewhere between banished and banished + Colonial Charter. Provided that a next patch gives SugarMill a real card generator, currently it is the minimum service without any setting of the playground. In this type of game, personally, I remain disappointed by the lack of personality and management of the citizens. Apart from reacting individually to basic needs, they are totally disembodied and interchangeable. In fact what I liked most about SugarMill is the huge urge that he gave me to play the TROPICOS again. Here, by forcing the line, I would say that if you like the city-building a little moutonno-autarcique in a perspective of balancing more than esthetical, go ahead. If you are passionate about more commercial or logistical or political aspects or simply to make a nice and clean city full, Bah turn to... Uh, there's plenty in fact. Note, out of any playful consideration, a very positive point for an EA, I see regularly passing updates of this game. Note also, I had no bugs during the short time I have devoted him.
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