The minute that Minit was announced, my interest was piqued. It looked like Downwell – a big mobile and PS4 favourite of mine – had crashed an old NES RPG party. Around its launch on PS4 however, my new Nintendo Switch became all-consuming and as it looked like a perfect fit, I avoided buying my long-awaited Minit in the hope it would appear one day on there. Just a few (dreadfully hot and sunny) months later, the start of August 2018 brought that day.
The premise is unique – your weird dolpin-thing hero is alive for 60 seconds. Then you die. Within this constraint, you’re dumped into a Zelda-esque black and white 8-bit pixel-art styled world with no introduction, but once you’ve got the lie of the little bit of land around you, you’re soon doing simple quests, solving puzzles and killing monsters, and crucially exploring a little it further and teasing what might come in your next life.
Sounds stressful, but it really works! What you need to do to progress your story quickly clicks, and without realising it you’re planning out your next 60 second life as you carry out the next set of activities in this one, and thus the story unfolds with 60 seconds becoming a mechanic rather than a frustrating constraint. A very clever rogue-lite system means that 60 seconds is literally just enough to do what you need to do and work out what to do with your next minute having done all that. The progression through the story, the puzzles and the world is very intuitive, and again, literally just enough that you don’t need a map.
I love the art style, and the character and atmosphere it manages to generate despite its simplicity; and the sense of claustrophobia it creates in many areas, with very little visible inside the enveloping blackness, but which actually encourages exploration. There’s really nice attention to detail too – the little wisps of smoke coming from chimneys, washing swaying on the line and insects doing their thing all add life to what is a very sparse 8-bit styled world. Similarly sparse, simple sound effects layer to add to the sense of atmosphere depending on where you are – the seagulls crying over the sound of waves as you approach the lighthouse or an ominous fire-like crackle with some confused sounding dolphin noises occasionally kicking in when you come across the Secret Temple. And all of this regularly and organically interrupted by the game’s ear worm chip-tune soundtrack.
It took me exactly three hours to get through the story, but it told me I’m only at 51% “collectibles” which is a term I’d consider loosely – we’re not talking Riddler trophies in Batman here; more likely finding the last coin, the last heart, a few octopus tentacles(!) and some items I haven’t found yet that I think might trigger a couple more side quests I’ve noticed on my travels but don’t seem to have the right gear to access yet. There’s also the mysterious haunted house that I’m certainly missing something in! And I definitely plan on carrying on with that, and have a go at new game plus which limits your life to 40 seconds.
I can’t recommend this enough if you’re into old school Zelda-type games or just fancy a gradually evolving puzzle experience in a beautifully simple pixel-art world.