- Awesome Music: The Light In Us All, the main theme, is considered by many to be one of the best parts of the game.
- Best Level Ever: The game has some really well-designed parks that are not only beautiful in their own right, but also allow for some creative coaster designs. In particular...
- Pirate Cove has some fantastic Mediterranean architecture, and also two levels of terrain - a wooded area and an excavation - that lends itself to more complex coaster designs. There's even an incomplete coaster that lends itself to this.
- Good Gully Miss Molly is situated in a canyon where players can build giant coasters between crevices and through tunnels. However, objective-wise, this also falls under That One Level due to the terrain restrictions and having to build a roller coaster that dips down immensely.
- Game-Breaker: Adding lots of extra content to food and drinks makes it possible to charge far higher prices than their standard rates. This, combined with proportional ticket pricing on rides based on their prestige rank, can net a bountiful sum.
- Heartwarming Moments:
- At the end of the trailer, the dinosaur mascot goes back to help the park guest back on his feet.
- The trailer itself and its release was this for many; the announcement that a proper park-building sim was finally coming to the modern gaming scene after so long, accompanied by a joyous and upbeat trailer set to Lady Antebellum that showed a clear and unabashed love for the genre.
- Scrappy Mechanic:
- The path feature is often criticized as the most frustrating aspect of the game.
- Similarly, creating track rides, roller coasters in particular, is far more complex than it needs to be. Making basic banked curves can be very tedious, and it only gets more fatiguing from there.
- Learn to deal with the complex track building scheme, however, and it is possible to duplicate real-world attractions almost perfectly. And it gives a much more freeform control over custom rides, even if it's damn near impossible to make buildings around them.
- Staff management such as malleable wages and training can come off as a huge swerve to those complacent with the relatively static staff workers in Roller Coaster Tycoon.
- That One Level: Chief Beef's scenarios take a huge difficulty spike compared to the previous career levels. For all of these levels, money is a big problem as loan options are limited and expenses are high. Going in order:
- Chief Beef's Raceway has a few misleading hints as how to complete its objectives. There are a few incomplete parts of the track that tempt the player to attach them to expand the racetrack for one objective's quota. However, this tends to reduce the monetary efficiency of the ride, so it's best to save it for last.
- Oak Island has a number of old rides that can rake in a decent amount of revenue. The bigger problem is the amount of stores that simply don't attract many guests that can't be removed, leading to unnecessary staff wages. The roller coaster criteria is also very specific and costly, one requiring ten inversions among high excitement ratings and massive length. It doesn't help that it's difficult to get guests to move to new rides placed far away from existing ones.
- Downtown's wasted stores put Oak Island to shame. The more obvious dilemma comes from the litter and vandalism akin to Roller Coaster Tycoon's Ivory Towers. Cash is even more scarce than ever and security guard wage demands are high.
YMMV / Planet Coaster