The first thing that I notice is the complete lack of specularity, and of directional light. (I see directional shadows, but the sides opposite those shadows are not illuminated.) The shadow-source is not a point source.
The color palette is very muted and warm – and there is very little variation to it. While real-world shaded areas are often cooler because of the “blue sky,” the only effect of the shadows is to reduce the intensity of the color.
I also notice that the intensity of the shadows which fall upon the ground seems to me to be, at least to my eye, slightly more intense than the shade of the corresponding wall surface, even though the color of the buildings and the color of the ground is – as we see – mostly “almost the same.”
Occasionally we see that there are light sources within the various houses, although it almost appears to me that the intensity of those sources varies according to the direction in which they point. They almost look to me like an inverted shadow.
The 'marshmallow tree" is a familiar low-poly trick although the modeling appears to be like that of a cheap plastic kit.
To mimic this effect (in Eevee or Cycles), I think that you will find yourself playing a lot of “games with nodes” of various kinds. You might need to take control (e.g. with “curves” nodes) of exactly how materials, shadows, and so-on respond to the angle between faces and light-source objects or cameras. But, that’s just my thoughts …