Minit also seems to be a “unique” attempt, with no fine graphics and twists and turns of the story, relying on innovative play can also bring players a fun game experience. Presumably many people have played “is the man insists xx seconds” or “is the man on xx” game, the player needs to complete the game under the conditions required by the game. Google Play recently announced the 2019 most creative game has such a model, the largest framework for players need to complete the decryption and exploration of the game: Minit in 60 seconds.
Notably, Gamelook focused on a more thunderous detail, with the $4.99 Minit displayed on Google Play only 1,000 downloads. Apparently this Mobile game won this year’s jackpot, and even if it didn’t help Google make a few cents, the editors of Google Play loved it.
So how does it get the Annual Innovative Game Of The Year award from Google Play?
Compared to the other four, “Minti” may not be so well-known, download volume is not worth mentioning, a careful understanding of Gamelook found that “Minti” is a Steam on the PC side transplant mobile phone game, on the Steam should be rated as “particularly positive.”
After the transplant to the mobile phone side of the response is also good, received 8 App store recommendations, one of which is a feature recommendation, only on Google Play is currently not high download volume.
As a 2DRPG adventure game, in the game, the player because of the pick up a cursed sword, from then on the player only 60 seconds time to explore the world, 60 seconds later the main character will die back to the cabin (archive point) point, so the game is also the player called “is the man insist on xx seconds” series.
Generally speaking, this series for flash games, play is relatively single boring, because the need to repeatedly carry out the same operation, or because the operation time is less difficult, is placed in the game’s branch. In this book, “60 seconds” set throughout the work, then how this game attracts players in “60 seconds” to explore this unknown world? It’s going to take you slowly.
Bizarre core play: Players can only survive for 60 seconds
“Minit” as a mild decryption adventure game, players need to be based on the clues given in the game to decrypt to clear customs, plus “players will force death every 60 seconds” such a setting inevitably makes people sound like the game is quite hard core, very difficult. In such a short period of time, it is inevitable that you will be scrambling to explore unknown maps and solve puzzles. If the player is stuck somewhere, the player’s constant looping in the “60-second comeback” mechanism will slowly kill the patience and pleasure of exploring the world. But in terms of the author’s experience, this game is not so “hard core”, on the contrary, it is relatively easy to get started, which also thanks to the producer’s subtle design in the game.
The “60-second limit” loop back and forth is reminiscent of the “Legend of Zelda: The False Face of Mgila” world will be destroyed and set again in three days. There’s also Max Caulfield in Stranger Things, which uses time to change the direction of the plot. In this work, is the essence of the two works combined, the player only 60 seconds of time to operate, the time will die back to the birth point, but the progress achieved in this 60 seconds will be retained, such as the obtained props and untangled maps.
In this way, the player in the game every 60 seconds is not “parallel” but “overlay”, such a design, invisible in the game and the final goal divided into a “every 60 seconds of exploration process” of the small chapter, the player needs to achieve a “small goal” in each 60 seconds to achieve long-term goals.
The death caused by time does not affect the course of the game, but stimulates the player to constantly look for clues or pick up props to advance the game. For example, if you don’t find a useful clue somewhere on the map, you can avoid it for the next 60 seconds. Or you can pick up a prop like a camera in an exploration map, which may not be useful early on, but it is an essential prop later in the game.
Each 60-second session brings a clearer feedback to the player, in other words, the game every 60 seconds can bring the player a game interaction fun.
60 seconds of time, means that the player can not do too much exploration, relative, because the content of exploration is not much, so even if lost will not bring the player too much frustration, but become a new starting point.
Extremely easy operation and hand-to-hand difficulty
As mentioned above just now, if the player explores the card pass, the constant cycle does not make new progress, it will kill the patience and interest of the player. In order to make this situation as small as possible, so the operation of the game difficulty and decryption difficulty is not high.
Players can use the left rocker to operate the direction of the movement of the character, on the right is the use of props, props can be picked up on the map. Players can carry only one item, each with different functions, for example, the sword can remove obstacles to grass, but also can attack the enemy. The rest of the props because of the decryption more or less have a certain connection, so the author here will not do more drama through.
The figure shown in the upper left corner is the player’s time left, and love is the amount of blood. There are parts of the game need to fight, if attacked will lose a love, when the love is all exhausted will also die, players can increase the amount of blood in the exploration of the map on the line, as far as the author experience, most of the fighting in the game can “strategy” to avoid the past, but also save time, the amount of blood is relatively adequate. The upper-right button can kill himself, and if the player thinks he’s in the wrong place or brings the wrong prop, he can kill the game on his own. In-game players are constantly exploring the world through props in 60 seconds.
It can be seen that the game in the pursuit of extremely simple and easy to understand, difficult to get started is very low, for example, the game players only need to approach NPC will automatically open the dialog box, eliminating the player’s action steps. In the design of decryption level, the author thinks that can be said to be subtle and concise. The author searched the game on the Internet can not find the graphic strategy, only part of the “all collected” to the video material.
Compared to the declassified Rust Lake series, the work is still very friendly. Most levels reveal “not with this certain hint on the other side”, the player after repeated attempts to gradually clear the way to find the decryption point. For example, when exploring the map at the beginning, because of the design of the map barrier, it is easy to give the player “this road can not pass certainly no related props or trigger related organs, go to other places to look for clues to see” such information.
In addition to the level decryption settings, this work also has a lot of secret road design, and opening these secret channels do not need to deliberately decrypt or use props, etc. , only need the player to walk through to know. Believethat many experienced game players play to the end found that the original cabin (archive point) is the most accessible. These lanes are designed to reduce the distance and time players cycle back and forth, allowing players to reach their destinations faster.
The picture is simple content to win
I believe that through the above introduction, we can all understand that this is a pixel wind 2D game, placed in today’s many game categories, its picture can be said to be relatively “poor”. There are no different colors, only black and white, map details are not rich, such as this is the game “factory” picture.
Although the picture is simple, but in fact, the game-related content is reflected in a more clear. This work basically no novice guidance, the plot is also all through the contact between the player and NPC to understand, but the player can still understand the plot through a few words, and even in the end also arranged a BOSS war.
The game tells the protagonist who can only survive for 60 seconds by picking up a cursed sword, finally relying on constant exploration to find the evil weapons factory, and destroying the factory, and finally his sword is broken. The story sounds rather insignificant, and many players at the beginning of the contact game also reflect “Who am I?” Where am I? What am I going to do? “Such “quality three questions”, but, slowly accepted the “60 seconds” mechanism after the feeling, because this mechanism can bring players a clearer goal, but also to serve the plot.
Although the picture in this book is simple, but the music and sound effects are very detailed. Although it is very retro pixel wind music, but the overall tone and the game, the mysterious atmosphere is very consistent, at the same time in terms of details are also paid attention to. For example, players have a sound when they are swinging a sword or cutting down a tree.
The game looks unattractive, with the names of four authors written on the Developer’s column on Steam, which looks like a small manufacturer’s attempt, but in fact, all four are very experienced producers in the industry. “JW: King of The Waste” creator Jan Willem Nijman” “Kitty: Horizon: Dawn zero” producer Kitty Calis” Jukio: “Sky Warrior” soundtrack Jukio Kallio” “Dom: Art of Miami Hotline 2″ Dominik Johann”. The publisher is “Devolver Digital”, which is popular with the Miami Hotline, and the products that follow are always maverick and personal. A controversial “cult” launch was held at the 2017 E3 show.
Minit also seems to be a “unique” attempt, with no fine graphics and twists and turns of the story, relying on innovative play can also bring players a fun game experience.
Overall, the game gives players more surprises. Generally speaking, the game relies on strong interactivity to bring fun to the players, players in the game investment can quickly get feedback. For example, players drop equipment when they defeat BOSS. The game delivers this feedback to the player by innovating on the game mechanism. The work may not have a profound theme, grand worldview, and no complex models and systems, but it can be directly passed on to the player fun, Gamelook believes that fun may be the most important element of the game, after all, most players play the game also picture.