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Sweet Transit Review

Sweet Transit, recently released from the bowels of early access, seemed like it would be the sort of game that I'd find right up my alley, being a proud :marseydramautist: train and transport appreciator. However, it has some crucial flaws that prevent it from being as good as it should be, and fundamental issues with the progression make it difficult to muster the courage to play through it. To start with the good, it dispenses with the convenience of letting trains turn around anywhere the please. Instead, a train must be turned around, via some kind of dedicated infrastructure. Other options are possible, of course. Later trains have reverse gears, allowing them to go one way and then the other, without using turnaround infrastructure, or one could double head the trains, at the cost of more expensive maintenance. The production lines are interesting and varied, as well. Almost everything else, however, seems like a bad decision. Unlike TTDs challenging and varied terrain, which makes construction somewhat frustrating at times, there is nought but flat ground in this game. There are some hints at terrain, specifically water and mountains, but your trains cannot go up mountains, as terrain is strictly 2d. Presumably, had I played more of the game, the would be tunnels to unlock, which would go through mountains, but I didn't get that far. There is a complicated system of workers and work assignments. You can use trains to move workers to distant industries, as industries need workers to function. Unfortunately, while this system is interesting and fun, the game will start complaining if you build more workers shacks than you can provide full employment for. This ties into the game's most central problem, which is that there is no natural progression. Instead, everything you unlock is tied strictly to the number of workers you have, and if you need more workers, you need to manually build houses for them. This requires logs. There is no research tree, no immigrant attraction. Just build more houses. Maybe there's limits to how many houses you can build, but as previously mentioned, if you're only building enough houses to get to the next step in the tech tree, you'll quickly discover that you've got too many unemployed workers, which may do something to reduce demand for housing, though it never seemed to do much. Another major issue is that this game is sorely lacking in overview cowtools. There's no way to see rates of goods transported by lines, or even a summary view of lines, or global resource production/consumption. You always have to find the building on the map, and check there to see the rates of that specific building. If you want a better game in this vein, I instead suggest Workers and Resources.

@arseupwrongo

12
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OpenTTD remains undefeated. :marseytrain:

And I don't understand why. Just copy the formula and give it fancier graphics and you're done, but even the projects that try exactly that (eg Transport Fever) never turn out quite right, and projects that try to innovate (eg Railway Empire) don't turn out right either. Whyyyyyyyyyyyyyyy is it so hard.

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One of those genres that are deceptively hard to get right maybe, like how spaceship games too are almost always boring and disappointing.

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yeah idgi. Transport Fever is obsessed with rates and stuff like that, which isn't at all what I want. On the other hand, they did at least include path signals. I don't understand the continuing popularity of block and chain signals. They are an interesting tool, but I really don't see them as essential to the genre. The other issue with Transport Fever is that because it, like so many of these games, (including Sweet Transit), wants to simulate individual people, it's super limited when it comes to growing cities up the way TTD lets you. Also nobody has come up with a system better than local authorities, you can't change my mind. The fun in TTD, for me, is in fighting against the given terrain and dogshit rng roads, in order to have a functioning transport system. Also cargodist is amazing and I wish there was another game which did similar things for controlling where people go. Have you looked into Mashinky, by any chance? It literally doesn't work on my computer, but it's the closest thing I've found to TTD, though it's a pretty puzzly game.

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