UFO 50‘s Strategy Game Party House Deserves a Standalone Release
We need a bigger, longer party, already

Last month I wrote that it might take me a decade to fully play through UFO 50, Mossmouth’s brilliant compilation of brand new games inspired by the games industry of the ‘80s. I’m still thinking that timeline’s accurate; I’ve dumped hours into Grimstone, a Final Fantasy-ish RPG set in an Old West trapped in Hell, over the last week, and I have no idea if I’m anywhere near the end. The main reason it might take me a good 10 years to search every nook and cranny of this thing, though, can be summed up in two words: Party House. I simply can’t stop playing it. Maybe I’d be done with Grimstone by now if I didn’t have to play Party House for a round (for 10) every time I open UFO 50.
Party House is so good, and has so much potential to hook people who don’t play PC games made by independent studios, that Mossmouth really needs to hunker down and build it out into its own standalone game. Party House isn’t the only game in UFO 50 that could use a separate expanded release, but it’s the most deserving, and the one most likely to be a smash hit outside of UFO 50’s current audience—especially if it’s ever released on iPhones or Android devices.
The key to Party House’s appeal is that it’s a cute and simple strategy game that’s very hard to beat, but easy to almost beat. It has a built-in countdown by basically giving players 25 rounds to complete their main goal, and they’ll make steady progress each round unless they get too greedy. It’s essentially a deck-building game with a good deal of randomness involved, but players also have almost total control over what units (or party guests) are in their deck, as well as how they spend the resources they gain each round, so there’s also lots of room for player agency. Every time a player screws up a round it’s directly because of their own decisions, but the randomness of the draw can be deeply frustrating and tempt players into bad choices. And although it only has five official scenarios to complete (each one consisting of a single party), it has a randomized mode that can churn out new rounds indefinitely.
That’s an incredibly dry way to describe this charming game, but it does get to the nuts and bolts of the game design. That’s a major part of its broad appeal, of course, but just as important is how it goes out of its way to welcome players of all kinds to this party. It avoids the kind of off-putting terminology and presentation that can intimidate somebody who isn’t a deep-in-the-weeds game fan. It doesn’t call itself a deck-builder, it doesn’t explain itself in the dully academic terms I used above, it doesn’t want to solely target the niche of “gamers” that grew increasingly insular and obtuse as the ‘90s crept into the 21st century; all it wants to do is party.
Party House is about throwing the perfect party. If there are too many trouble-makers at one time, the party gets busted by the cops. If there are more guests than the house can fit, the fire marshall shows up and shuts it down. If the player isn’t able to throw the perfect shindig within 25 parties, the game ends—probably because the player is broke from throwing so many damn parties.