Buildings Have Feelings Too is essentially a city-building management game without the people. Instead of keeping a growing population happy, you instead have to please personified houses, office blocks, industrial chimneys, and more as you work through Victorian times to the modern age. It's an odd but likeable premise, and certainly unique.

Playing as a nondescript building with great organisational skills, you take on various tasks in order to get the town looking lovely. Your goal is to improve the overall appeal of a location, and you do that by installing buildings and giving them jobs, so to speak, that are compatible with their neighbours. A block of flats, for example, provides residents to nearby structures, and in turn, wants to be positioned near a pub to improve its appeal. Conversely, placing those flats next to, say, a linen mill will reduce its appeal because of the pollution. In essence, the game becomes a puzzle — you need to try and optimise the appeal by lining up the right buildings in the right way.

Initially it's quite a novel experience, despite controls feeling fairly clunky. You solve problems, earning bricks with which to create new buildings and slowly unlock new business types, which expand your options. However, after a while, it becomes more difficult to manage; if a building is really lacking appeal, a circular meter will begin to fill. If you let it fill up, the building's business will close, and will be essentially useless. The trouble comes when you have buildings that won't move, and more than one suffering this red circle. This is just an example really, but the point is that the gameplay becomes too complicated. After a while, it loses the fun factor, and becomes a frustrating balancing act with too many plates to spin.