If you're familiar with Zynga's stable of 'Ville games--which we'll just assume you are--PyramidVille doesn't present much of a learning curve, if one at all. Though, even if this is your first time playing a property management Facebook game, the tutorial does an excellent job of ironing out the basics. You are an Egyptian landlord of sorts, guided by Cleopatra herself to turn your single hut with a few workers into a sprawling sand-ridden city. To do this, you must (you guessed it!) plant crops, building new structures, and supply those buildings with Goods that sprout from said crops. See, we told you this one would be familiar.
This process is essentially the cycle you'll encounter for the rest of the game. The game features several resources including Wood, Fibers, Metal and Clay. But unfortunately they're treated as items and not resources like in other property management games, meaning their not displayed in the interface but rather relegated to the Inventory system. Of course, these are unnecessary clicks that could have been avoided.
To the game's credit, PyramidVille handles the creation of special buildings (like the Saw Mill that produces Wood products) far better than any Zynga game has, at least in its early levels. Instead of simply requiring you to either ask friends for unique materials or for them to fill staff within a specific building, those situations aren't nearly as prominent. For instance, to complete the Saw Mill you're required to harvest the land for Wood, Fiber and Clay, but you must ask friends to provide you with two Baskets. It's refreshing to see that PyramidVille isn't as reliant on friend interaction as its inspirations, and takes on a healthy balance of the two.
However, there are some glaring omissions that, when put under the scope of its predecessors, almost detract from the experience. Namely the fact that when interacting with objects, your rewards fall onto the ground, though picking them up by clicking has no effect whatsoever on, well, anything. There is no "bonus bar" that rewards you for picking up these items, so why even have them drop to the ground?
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Have you tried this new 'Ville competitor yet? How do you think it sizes up to its predecessors? Sound off in the comments. Add Comment.