The toolset for building a rollercoast is, in particular, impressive.
The coasters in this game are an absolute menace.
In a good way.

It’s a good choice to demo, because it combines the “aw, man, cool!”
It also introduces the impossification idea very neatly.
Guess what that does?

But you might’t just whap in whatever you fancy without thought to the larger physics of the coaster.
Fortunately both identifying and fixing the problem are easy to do, because of those robust building tools.
We’re treading that line between the numbers and the fun.

It' gets more complicated if you decide to start making buildings out of modular bits.
There’s a menu that just has all the parts of all the shops and themes you’ve unlocked.
The logistics side of things was more complicated.

This is why I am not very good at e.g.
grand strategy games, slow cooking, maths.
Whom among us wouldn’t be tempted to make a giant… well… you know.
There’s certainly enough complexity here to turn the head of the most dedicated spreadsheet-ogler.
I’m hoping that I can make it kiss the top of the water in the nearby lake.
Perhaps even dunk the riders straight through it.
A little bit of drowning, as a treat.
*If you’re one of those people you should watch this amazingvideo about queuingby Defunctland.