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The Good Life

The Good Life

Simulation

Overview

The Good Life presents a fantasy strategy concept that initially intrigues with its promise of city-building and demon defense, but ultimately collapses under the weight of its own design flaws. While the core idea of automated resource gathering offers potential relief from typical micromanagement, players consistently report a fundamentally broken economy and punishing mechanics that transform what should be relaxing village management into a frustrating exercise in futility. The absence of crucial quality-of-life features compounds these problems, creating an experience that tests patience more than it delivers enjoyment.

A Broken Economic Nightmare

The game's central failing lies in its completely unbalanced resource system that makes progression feel mathematically impossible. Players pour hours into building farms, houses, and mines only to discover that maintenance costs consistently outpace income generation. The much-hyped tower construction becomes a cruel joke - requiring such exorbitant resources that achieving it bankrupts your entire settlement. Even with optimal building placement and multiple resource-generating structures, the economy remains perpetually in the red.

I still didn't have enough food to keep the houses in good condition. I never had enough wood and gold to repair them. No matter how much stone wood and gold I had it was never enough.

Silentnight

This resource crisis is exacerbated by the domino-chain building system that demands pixel-perfect alignment. Structures failing to connect with absolute precision break resource chains completely, punishing players for minor placement errors with total economic collapse. The system transforms city planning from a creative endeavor into a frustrating exercise in geometric perfectionism.

Unbearable Sensory Assault

While visuals receive passing praise as "decent," the audio design emerges as a consistent source of misery. The game bombards players with a cacophony of distressing sounds on endless loops: citizens perpetually screaming about starvation, buildings exploding under demon attacks, and fairies giggling as they fleece players. This auditory assault combines with repetitive MIDI tracks to create a genuinely unpleasant sensory environment. Most damningly, players report no in-game mute option, forcing them to choose between enduring the noise pollution or silencing their entire system.

The castle - positioned as the ultimate defensive solution - compounds these frustrations by being completely ineffective. Soldiers fail to stop demon invasions despite consuming massive resources, making this end-game structure functionally useless. When combined with the fairy mechanics that many describe as "ripoffs," players feel systematically cheated by every game system.

Fleeting Moments of Potential

Amidst these overwhelming complaints, a few players acknowledge the game's foundational ideas show glimmers of promise. The automated resource gathering eliminates tedious clicking, offering a refreshing departure from typical strategy game micromanagement. The "figure it out yourself" approach to mechanics creates initial moments of discovery, and the colorful visual style provides adequate presentation for the genre.

It has a simple, but effective style of strategy, and a nice model for resource gathering without having to click at all.

Marko

However, these positive elements remain buried beneath layers of frustration. The fun, challenging experience some initially perceive quickly gives way to the realization that core systems simply don't function as intended. What begins as a promising village management sim rapidly devolves into a cycle of bankruptcy, starvation, and sensory overload.

Verdict

Promising concept crushed by broken mechanics

STRENGTHS

25%
Automated Resources70%
Visual Presentation60%
Initial Discovery40%

WEAKNESSES

85%
Broken Economy95%
Painful Audio90%
Frustrating Placement85%
Ineffective Defenses80%
No Mute Option75%

Community Reviews

4 reviews
Mr mike
Mr mike
Trusted

The Good Life is a fantasy strategy / simulation game where you have to lead your people to the good life and protect yourself against the fairies and demons in your way. You must build your up your village and keep up harvesting and mining so you can expand more. You can also build towers to protect yourself against your enemies A fun game to play. Decent graphics and average sound.

Marko

Marko

"The Good Life" could've been great. It has a simple, but effective style of strategy, and a nice model for resource gathering without having to click at all, a refreshing change from the usual micromanagement required when playing this kind of game. However, in reality, it's far worse. You have to position your buildings and homes precisely so that they line up. If they don't line up exactly, the domino chain is broken, and you end up gaining no resources. The sounds annoy me as well. All the screaming every time the demons trample your city gets old in no time (approximately every 30 seconds). The giggling fairies who rip you off might get on your nerves too. No mute button is offered, so you're stuck with the cloying looped MIDI music, screaming, crashing buildings and moaning starving citizens, unless you turn off your speakers altogether. The castle is useless. When I finally lucked out (after a few errant demon wanderings working out in my favor) and was able to build a castle, the castle sucked up my resources made my city bankrupt, and soldiers were entirely useless against the demons-- they didn't kill any of them! More screaming, buildings exploding and citizens whining "we need food!" for the billionth time made the escape key the only option. It's a horrible life.

Silentnight

Silentnight

Whoever designed this game made the tower cost so high that to get one, you had to build enough houses, farms and other things that the cost of maintaining the city was more than you could make even with 7 farms and 5 houses in range. I still didn't have enough food to keep the houses in good condition. I never had enough wood and gold to repair them. Nomatter how much stone wood and gold I had it was never enough to get the tower and paying the hermit was too much for the stores to handle, even with 4 stores surrounded by 3 buildings. I won't even start on the fairies. It would take too much space. Once again it was TERRIBLE.

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