
Everyone’s school days were a gauntlet of different challenges. From exams to social drama to the occasional run-in with a schoolyard bully, everyone had a bit of a hard time, but spare a thought to the poor headteachers who had to keep a building full of hormonal teenagers from descending into utter chaos. Let’s School from Pathea Games (My Time at Sandrock) gives a nod to these brave individuals and shows just how bogged down in bureaucracy everyone’s headteacher really is. No wonder they always had such a short temper with us.
The gameplay of Let’s School isn’t that different from other management sims like Two Point Campus. You inherit a rundown school from your old headteacher and are tasked with helping it achieve greatness once again. However, where Two Point Campus leans into the whimsy of running an educational institute, Let’s School instead focuses on mundane tasks required to keep both students and staff happy.

Each student comes to you with a certain set of traits based on what district they are from. Wealthy kids are Bad at Everything which makes them slow learners but come with a higher tuition from their parents. Theatre kids are more prone to fighting with their peers but excel at the arts, giving your school more prestige. You can choose which students to admit so you’ll spend more time than you imagine trying to find the right balance of students to help your school thrive.
When you’re not heartlessly determining the value of a young person based on a few stats on their application (just like real-life headteachers!) you’ll be bogged down in the drudgery of class scheduling to get the maximum output from your highly overworked teaching staff (again, just like real headteachers.) You have to make sure that each student spends enough time being taught each subject on their upcoming exams to at least pass but hopefully excel.
This system is the best part of Let’s School simply because it is such a delicate balancing act. Especially once you start teaching more than the two initial subjects, you have to make sure you recruit the right teachers with the right skills to keep your students passing and keep that sweet tuition money flowing in. It is much more mercurial than games like Two Point Campus, which mostly handwave this sort of detail, but we enjoyed it far more than we expected to. Let’s School highlights how schools, despite being there to help students achieve their academic and extracurricular goals, are still businesses.

That style of gameplay comes at a cost, however, as we quickly turned our school into an overcrowded student farm, with an almost assembly-line structure to teaching to ensure the maximum output from the students and the best cash flow for the school. It was highly effective but felt a little more heartless than we wanted it to be. It was certainly at odds with the polygonal art style that the game presented us with. There is an attempt at humour at points, particularly early on in the tutorial, but it is too quickly discarded and the game is poorer for it.
Between designing class schedules and ensuring your students and staff have the usual essentials like places to eat, drink, and relieve themselves, there is a hefty research tree to dive into that will allow you to unlock new courses and new features at your school. This is yet another balancing act as you have to assign your valuable teachers to the research centre, which means you have one less educator to impart knowledge to your classes. You will also have the chance to train up teachers to ensure that they are skilled enough to handle more advanced subjects as your students progress through the years, though the process can be slow until you unlock higher tiers of your research tree.

Let’s School is incredibly basic to look at, but that isn’t the real problem with the visuals. The biggest hiccup we ran into during our playthrough was watching the textures disappear from the floors, which made it difficult to tell where the grounds ended and the classrooms began. We ended up having to save and reload to make sure our school wasn’t floating over a strange abyss for a whole academic year. There were also some minor frame rate issues in docked mode that caused the game to stutter as we panned around our institution.
The other frustration we had was in how the game has been ported to Switch. Some controls felt counterintuitive, like switching between menus on the screen. It wasn’t anything game-breaking, but it was an unnecessary distraction from the serious business of running a school.
Ultimately, that’s what Let’s School really is – a business simulator involving a school rather than a game about running the school itself. The focus on that side of education is fun, but it loses something along the way. It also makes some features completely useless – what is the point of running around the school in Headmaster Mode, for example, when I don’t have any real incentive to care about the students or faculty I’m interacting with? If the game spent a bit more time making us feel like these students were more than just jagged polygons on the screen, it might have helped us feel more invested in them beyond the money and prestige they brought our budding centre for learning.

If you can get past the occasional bugs, the unwieldy menus, and the dated visuals, there is a solid and engaging business sim in Let’s School. The soulless and detached depiction of the educational system didn’t gel for us, but that doesn’t mean that people won’t be able to dump dozens of hours into building the most efficient, utilitarian education centre imaginable.
Conclusion
Let’s School is a business simulator dressed up as a school simulator, with a heavy focus on the business side of keeping a school operating and not much on the warm, fuzzy feeling that you might get from education and helping kids reach their goals. There are some visual bugs and some frustrating menu layouts to deal with in the Switch version of the game, but there is a deep, engaging – if a bit soulless – simulator here.
Comments 10
Pro:
"Easy to lose hours of your life building the perfect school"
Con:
"Gameplay feels a bit soulless and detached from the subject matter"
So which is it? Confused???
@TenEighty It's both. They're a few games that manage to be engaging without being fun. My understanding of the review is, this is one of them. I play for fun first and foremost, so this is a no for me. But not everyone is like that...
Darn, and I was excited based on that image they used for the cover with the cozy art. Didn't realise it was gonna be 3D. At least I save my money.
Teacher drinking coffee watching student beating up his colleague
When did video games become so realistic
It's soulless. LIKE ACTUAL SCHOOL! Most realistic game ever.
@TenEighty I think Trent is reiterating that it feels more like a business sim than a school management sim.
I kind of had my eye on this, but it doesn't appear to be much fun.
Bring. Back. Bully.
The screenshots are very much a case of oh yes third person like Metropolismania, but the menus/more in-depth systems aren't clear, don't do much or they didn't know how to present them. That's how this seems to me.
Or how they make it fun, balance research/funding/building/other management systems they cram in and offer enough simplicity, depth or confusion, fun factor to it.
The visuals part is unfortunate but yeah personality and navigation matter in games like this. 5/10 I think is fair.
When something like Love Plus/Quintuplets is probably better AS A STUDENT & romcoms then a school tycoon or simulator & can't balance the fun/exaggerated with a simulation of REALITY or whatever extents of it then yeah personality is a thing people want sometimes with the gameplay, it's why the sicknesses in Theme Hospital/Two Point Hospital are enjoyable besides just fun animations and more creativity with those worlds.
At least in MM it was a visual novel but some Danganronpa kind of cursor/pointing at things in the 3D world or walking in a close as I can think of comparing it of movement (in 1st person mode and the jumping is it's own thing in MM), but simple enough systems and more a city building, lacking undo tool (even in the 2nd game) so just wait for people to leave/build over it and communication complaints solving simulator to deal with complaints and build more buildings of services or residents houses (even though people were stupid and the buildings had to be VERY close because that's just great, same problems as many city builders or tycoons of the era, maybe still happens sigh). Series got worse per entry it seems and the budget also took nosedives too. As far as the 2nd goes and 3rd/4th no idea how those are.
Two Point Campus confused me at times early on I haven't played Hospital to compared to Theme Hospital really. Project Highrise to me is and expanded but less fun version of Yoot Tower/Sim Tower. I stopped playing Campus (may try again) because I wasn't interested in early game restrictiveness and wasn't that fun as playing Theme Hospital was (regardless of the Campus management differences/theming), no idea about Two Point Hospital.
To me some ideas in this genre are just a bit much at times.
I was expecting it to have issues but wasn't sure how and to me it seems about right.
not so much the personality as making even the Mall or School or Real Estate Tycoon with Donald Trump (it's part of the game his voice and the title, I wouldn't reference it otherwise I have no interest in that side of things, I talk gaming only) FUN is a challenge but the navigation and other factors clear or simple or complex but relevant part.
https://www.youtube.com/watch?v=Jff5I8vr92U Video on Real Estate Tycoon from Activision's budget PC range of games of 2002
Finding out that some strategy games didn't solve some problems that some did back in the day (not like it's uncommon in other genres, with how many mechanics or other priorities games have and some left behind of quality of life, dumbing down other systems to the 10+ years dumbed down they are and still mad about that, anything is possible).
Part 2:
So this just have it's own issues, or exaggerated personality does or doesn't come across which is why Theme Hospital was more fun than Sim Health and we never heard of Sim Health again being more realistic of a health/political event simulation by Maxis.
It says a lot that in some cases some modern tycoon games have a place but some even as old as they are are still more fun, have issues but still simpler or much more satisfying in their gameplay/presentation even if pixels and very old communicate better in some cases.
As awkward as Theme Hospital PS1 is I still got the point as someone familiar with the PC version. Same with RCT Xbox from memory.
Some games use too much of the controller when converting PC to console, others are built for console and maybe solve those problems but the complex is still there even if less button confusing what does what for menus.
Too bad to hear that it isn't that great especially on Switch, I'll mainly stick to the Two Point games whenever I feel like playing a game of this kind (and also have the time for it) then and consider this only after playing those extensively - still not dismissing it completely as it has some aspects going for it as mentioned in the review (speaking of, thanks for writing it)!
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...