Table of Contents
Introduction of Simmiland:
Simmiland is an island simulation and deck-builder game. You simulate an island of humans and use the cards in your hand to help them to develop as a society. You earn points by fulfilling the wishes of your people, and at the end of each game, you can spend these points on building up your deck. You use the cards to do everything from planting trees and edible plants to terraforming the landscape. The people on your island will respond to what you do by building homes, domesticating animals, and getting themselves killed by cacti.

There are many different biomes to create on your tiny islands. You do this by using weather-based cards to affect the temperature and humidity of the area or by striking your island with a minor natural disaster. I’m sorry, little guy, but I need to cause an earthquake or two if you want some mountains. Placing cards in different biomes will give different results, so there’s a lot of experimenting to ensure your little humans have everything they need.
Let’s talk about the design and a lot more about Simmiland:
By nature of the game’s design as a deck builder, you’re not going to get too far on your first few go’s. This takes the pressure off when you’re learning. The goal is to do a little bit better each time, whether by getting access to more technologies, working out how on earth you managed to get the tropical biome that once, or preventing your humans from becoming wholly evil so they don’t murder everything on sight. When done well, pixel art can be a fun and charming style to present a game in.
I think that Simmiland uses it effectively. It’s cute, generally well-designed, and gives the game a nice retro feel. Some of the icons are a little tricky to interpret, but overall, it’s a very effective visual style. The music and sound design complement this well, keeping the old 8-bit vibes going without the music being too in your face.
Stages of Simmiland:
There are three stages of playing Simmiland. The first is confusion, as you have no idea what the result of any card will be, and a lot of information is thrown at you. This stage is pretty short; you will be in the fun, experimental phase by your second game. I found this enjoyable as I learned more with each iteration and built my cards.
However, eventually, you will reach the final stage of frustration. To get to the end of the game, you need to do particular things in a specific way,d working out what the game’s designers intended is very irritating. I’m sure these choices seemed logical to them, but I would never have worked them out without looking up the solutions on the wiki. I also find myself increasingly frustrated by the random element of drawing cards into your hand. There is no natural way to strategize, as your cousin repeatedly draws the same tree card when you need anything.
Conclusion:
As such, I can give this one the chill-out seal of approval, and I would recommend Simmiland as a fairly low-pressure strategy game. Thank you so much for reading. As always, a huge thank you to all my readers. See you in the following article till then take care and goodbye.