But you may also wonder if it was worth the effort.

A big selling point is the modular building it’s possible for you to do.

It’s a good idea on paper.

A guest of the water park slides down a body slide into a packed pool.

Andan earlier hands-onwith this soaking sequel had me excited about making my own funloving aqualand.

Still, you don’t have to actually clickybuild things yourself.

In the end, most campaign missions are not really learning exercises at all.

An aerial view of a basic water park.

Or, if they are, they become increasingly hands-off, inviting confusion and a lot of menu-exploring guesswork.

You might be tasked to complete a rollercoaster which has a few missing parts.

Another task might have you place down a new roller coaster.

Guests relax in the pool with a body slide in the background.

But you’ve already filled all available space with flat rides from a previous task.

Can you buy new land?

No, that’s not allowed yet.

A ferris wheel rotates above the shoreline of a jungle map.

Let’s learn!"

then when you reach out for the broad bristly brush, they say: “Not that one.”

What does this extra step add to the game?

A twisting raft ride towers into the sky.

It’s only three clicks, sure, but it’s the same joyless three clicks every time.

An inviting prospect to those who just want to make stuff look cool.

I messed about in sandbox mode far longer than I suffered the campaign.

Crowds make a pathway congested outside a Viking themed ride.

Like I say, more patient Planetfans might feel the pain of this troublesome interface less keenly.

But for new players like me, it’s a painful belly flop.

A woman slides down a waterslide in a dinghy.

The camera shows a roller coaster from the point of view of a passenger, with their arms raised.

An artificial river is made from a snaking wading pool among some jungle trees.