The format reminds me of Simpsons: Tapped Out. It is less Rollercoaster Tycoon, and more general building.
The biggest problem with games like The Simpsons was the number of objects that were locked behind premium currency. So even if you put tons of time and patience into the game, certain characters and buildings could *only* be bought if you spent cash.
I found that frustrating. I can deal with mobile games that allow you to use money to fast forward, but making it so you *have* to spend money to access a portion of the game is kinda crappy.
In Magic Kingdoms, "magic" is the currency you get for completing objectives and gems are the currency you get with cash. Granted you earn one gem per level you go up. But looking at the store, I see:
Pluto's House - 60 gems
RC Racers - 125 Gems
Toy Soldiers Parachute Drop - 175 Gems
The rest are locked, so I can't see if they cost gems or magic.
Either way, the game starts you with 15 gems. I'm up to 21 based on leveling up a few times.
Purchasing something for 60, 125, or even 175 is pretty far fetched in terms of actually "earning" it.
If they want to put a handful of things behind the paywall, so be it. But what will make or break this game for me is what percentage of the game is locked behind these gems.