Minit doesn’t utilize its unique mechanic effectively, and with that stripped away, it isn’t anything special.
Minit is well made, but I didn’t actually have fun playing it. The art and music is good, but the actual gameplay never delivers on the presumptive core mechanic. There. With that out of the way, I can now make a random introductory paragraph that only serves to set up the rest of the article.
After all the chaos that has been the last few weeks, I’ve finally returned to the itch.io racial bundle in search of gems and weird experimental stuff. And so I downloaded Minit, played it, and now I’m going to write this article. Like I mentioned above, I didn’t really enjoy Minit, but I need to describe the game’s core mechanic first in order to explain why.
Minit itself feels like it’s 2D Zelda inspired. You pick up a sword, venture around looking for treasure, and slowly get upgrades and equipment that allow you to progress further around the world. Oh, and you can pick up hearts to increase the number of hearts you have.
The unique mechanic, though, is that the game is played in one minute increments. At the end of 60 seconds, your character dies, and you spawn in again at your starting point. However, any progress you made in the world remains.
The minimalistic art style is neat though.
And this is my biggest problem with Minit: it barely ever uses this 60 second loop to do anything interesting. Instead, it just forces you to go fast, and to restart over and over again. There were three instances in the game that I saw where the loop was actually relevant. One is a character that doesn’t show up until the last 10 seconds of the loop that you need to talk to, one is plant that you water to grow between loops, and one is an NPC that talks slowly, so you need to talk to him at the very start of a run to see his full message. And that’s it. Not the most exciting things in the world.
Everything else in the game works completely independent of this 60 second loop, and it can turn things into a bit of a slog. While the loop does help by resetting puzzles that you can accidentally make unsolvable, it means that when you start wanting to explore or search for things, you’re on a timer. When you try to fight anything, you’re on a timer. There was one point where I spent several lives just walking around and dying because I missed a small set of stairs that were visible in the wall, and as such, I wasn’t sure what to do next.
I can’t recommend Minit, and I especially can’t recommend it at its $10 price tag. The game is very short, taking me just about 2 hours to beat. It doesn’t do anything interesting with its unique mechanic, and with that mechanic stripped away, it’s a very simple Zelda-esque title. If for some reason you still wanna buy it, here’s the link to itch.io, and it’s also available on Steam.
A game with one mechanic has no right being this much fun.
When I turned 30, I realized that I no longer had nearly as much time to spend on games as I had previously. And like nearly every video gamer, my backlog of purchased but unplayed games is very long. So I don’t need any new games.
Then I saw Islanders on sale and was like “what the heck, it’s $2,” and impulse bought it. I’m super glad I did.
Islanders is an adorable and minimalist city-builder. The game gives you a beautiful low poly island, and asks you build a city on the island using just about a single mechanic: it gives you a set of buildings to place down in the form of cards in your hand. There is no inherent resource cost to playing a building. Instead, you try to place them to maximize the points they return.
Each building has a little radius that is shown when you place it, and when you place it, it scores based on that radius. For example, the Lumberjack building gives 1 point per tree in its radius, and deducts points per other Lumberjack in its radius. The Sawmill gives points per Lumberjack in its radius and deducts points per other Sawmill. Most buildings follow this simple pattern. There are things that they want to be next too, and things they don’t want to be next to.
And… that’s basically it. There’s a little point gauge and when it fills up, you get a choice of different types of buildings to add to your hand of unplaced buildings. If you ever place all the buildings in your hand without filling up the gauge, the game ends and you start over.
When you place enough buildings on an island you’ll be able to travel to a new beautiful, procedurally generated island, but you’ll keep your total score. There’s probably some scaling here in that it feels like it gets harder and harder to fill the point gauge the farther you go, but I can’t tell quite what the ratio is.
The beauty of this game lies in its elegance, and how it uses the placement mechanic to incentivize (somewhat) realistic and interesting city configurations. For example, mansions and houses get bonus points for being next to City Centers. Both Houses and Mansions also score points for being near buildings of the same type as themselves. However, as Mansions are worth more points, but have a smaller scoring radius then a house, you end up wanting to place them closer to the city center, since you can’t place them as far out without losing the bonus. So the game incentivizes a city configuration where you have a City Center, surrounded by a small ring of Mansions, surrounded by a large ring of houses!
Discovering rarer building types and how they work is also fun. I always get a little kick out of seeing a clever new implementation of the mechanic, like how Shamans are worth points for each flower in their radius, and deduct points for each City Center… but Houses like to be next to Shamans. So initially your Shamans are in these secluded corners of the island, but then little towns spring up next to them.
And the game is chock full of fun little interactions like this! Some buildings can only be built on cliffs. Seaweed Farms can be placed in the ocean, which is otherwise hard to use. Warehouses get benefits from industrial buildings and city buildings, but industrial buildings and city buildings don’t want to be next to each other.
A nice little touch: there are many different island biomes. Each new island is strikingly visually different, and the terrain determines what kind of civilization you’re going to build! Mountainous islands are worse for cities and better for industrial civilizations because industrial buildings tend not to need to be densely packed.
Another thing I really like is the presentation. Whenever you start the game, behind the menu there’s a slowly rotating panorama of a built up island that looks like it was chosen in order to make a gorgeous backdrop for the menu screen… but it wasn’t! The island behind the menu screen is always the one you are currently working on. This just serves as a testament to how picturesque the game is–no matter what you do, your island is going to end up being menu screen material.
I guess I should try to critique the game, but I could only come up with a couple things I don’t really like.
Between the price point, the gameplay, and the art, Islanders feels like a mobile game. This isn’t actually a problem, it just means I wish they had it for mobile so I could go buy it there too. I felt the same way about Mini Metro, which came out with a fantastic mobile app, so fingers crossed.
Playing and doing well is fun, but losing sneaks up on you. Maybe it’s because I was playing so casually, but I could never tell when I was going to lose. I’d place buildings until I only had 2 or 3 left and then realize “Hmm… I don’t think I’m going to be able to hit the points cap.” Ending with a whimper doesn’t feel great, especially when it’s a long run. And this might be an actual issue with the game if it was more competitive. But as it isn’t, I’d mostly consider it a minor qubbile.
Will I play Islanders forever? I doubt it. But this game is 100% worth its $5 price tag. If you ever want a calming experience to kill some downtime, Islanders is worth picking up. You can find it here on Steam.
Iron Harvest, like its mechs, is cool, but also big, clunky, and frustrating.
Ed Note: This article should be read as a review of the campaign, and not the PvP multiplayer. We haven’t played pretty much any of the multiplayer, just a bit of campaign co-op. Even in the co-op, these issues were still present, but please don’t get the impression that we played enough to know if the multiplayer is balanced between factions and such.
This post was going to be about a different game called Unrailed, but instead, it’s about a different type of steam powered machine. Five second version of the article is this: I like Iron Harvest, but it has too many small problems for me to recommend at the moment, and its core gameplay systems don’t interact with each other well. Maybe it will be patched. Maybe the price will drop. But right now, it just costs too much for the issues it has. You can leave now, or you can stick around and read why I think that.
Iron Harvest is a RTS, more of the Warcraft 3 variety then say StarCraft. I’ve mostly just been playing through the campaign so far, and at about 18 hours in, I think I’m about two-thirds through. The two big parts of the game for me, are the story and the gameplay. So those are the two things I’m gonna talk about. Let’s start with the story/lore.
Look at that. I mean, just look at it.
Overall, the story is solid, if occasionally stuttering. Set in the same universe as the board game Scythe, you play as a variety of forces in a 1920 Europe with diesel-punk tech. This includes the Not-Quite-Germans, the Not-Quite-Polish, and the Not-Quite-Russians. The only real gripe I have about the story is that for all of the emphasis on the value of human life, the actual gameplay will have you blowing up shit from hell to breakfast. Otherwise, I’d say it’s fine, and from what I’ve seen, it does a pretty good job of nailing the “World War 1 was a clusterfuck that should never have happened” vibe.
Then we have the gameplay. You create bases, build units, and generally do RTS things. I want to talk about the units in a bit more detail though, because they’re where I have most of my issues with the game.
There are three types of units in Iron Harvest: mechs, infantry and weapon platforms. Infantry is a single group of up to 5 units, mechs are large single-unit mechanized robots, and weapon platforms are things like mortars, machine guns, and cannons manned by infantry.
All three units share a few things in common. First off, they feel fairly expensive, at least in comparison to say, units from something like Starcraft. You cannot afford to just run them like lemmings to their doom. They also all have an experience system, in which leveled up units get access to more actions/better stats. For some units, this is fairly minor, and for some, the units are more or less useless without leveling up.
All units also feel relatively clunky, albeit in different ways. Infantry is inherently the most mobile and least armored, with the ability to take cover behind fences and walls. This would be fine, except some fences you can take cover behind, and some you can’t, and until you mouse over them, you won’t know which is which. You can’t actually move an infantry squad individually, you can only move the group. This can become very frustrating when you can’t get them all behind your defenses.
(As a brief example, you can order engineer units to build barbed wire, but you can’t control them individually, so it’s entirely possible to build a line of barbed wire, only to end up with half of the unit on the wrong side, and now forced to walk around the map to just get back home.)
Speaking of defenses, let’s talk about mechs, and the terrain deformation system. I’ve included a brief example below.
What a small lovely church. I sure hope nothing bad happens to-
Oh dear.
This isn’t even from attacking or anything. This is from just having that mech move through it.
This is one of the coolest, and at the same time, most frustrating things about Iron Harvest for me. Mechs will just roll over a fair amount of anything that gets in their way. Unfortunately, this applies to your defenses as well. Unless you are very careful with your command move orders, they are more then happy to just stomp through fortifications you just finished setting up. Trying to keep mechs from destroying your own defensive line is a real struggle. And given that your defensive line usually exists somewhere between your factory and the place you want the mechs to go, it happens a lot.
This might be deliberate given that they’re supposed to be these hulking multi-ton behemoths, but it can also be exceedingly aggravating. They control like slugs on crack: hard to get moving, and even harder to stop. Mechs take about double damage from attacks that hit the back of the unit, so you want to be able to put them exactly where you need them, but the game doesn’t always play toward this. Move commands will not always actually re-orient a mech, and the turn speed on many units is very slow. This means you can end up with your forces pointed the entirely wrong direction in a fight.
Finally, the weapon platforms. I only have one real gripe with these, and it has to do with how the game handles attacks. From what I can tell, Iron Harvest seems to have a physics-based projectile system for attacks. This is true for all units in the game, but it’s easiest to notice with infantry-manned weapon systems.
This means that you can actually benefit from cover and high ground, but it also means your mounted machine gun will sometimes fire directly into the defensive sandbags you set up in front of it, instead of into the approaching enemy forces. You might just deploy cannons and later find out that they can’t actually hit anything. And since your troops don’t automatically adjust, they’ll just sit there while a battalion of jackholes with flamethrowers waltzes up to sauté your ass.
I’m going to try to summarize my issues here but it generally works out to this: unit controls are too clunky micro effectively, and interact with terrain, but if you don’t micro, you get wiped out. Not using terrain will mean you have a decent chance of just shooting into a wall. The experience system encourages you to keep your units alive, but scouting the map often requires at least some sacrifices, and again, requires that ever present micro. And you need to be doing all of this at the same time.
This last bit illustrates my biggest issue with Iron Harvest, and I think if I had to summarize it, it would be, “It feels like there are several underlying systems at work that simply do not play well with each other.” The game wants you to build fortifications, but you can’t control units effectively enough to not destroy them. The bunkers you can build that don’t just get destroyed when they get walked over count toward your population cap, as do anti-mech mines if you have access to them. The AI both gives you very little control (you can’t individually position units, just issue move orders until you have them where you want) and at the same time, you’re asked to be as careful as possible with placement, for example taking double damage if you’re shot in the back.
And finally, you have a destructible terrain system feels equally likely to fail you when you try to move a larger mech, and accidentally take out a line of barbed wire, because the AI simply follows orders.
Iron Harvest is full of interactions like this. You can station units in buildings, but you can’t give them hold fire orders. Attack move commands feel more like a suggestion. Units will repeatedly fire directly into walls, because they “see” enemies, but their attacks are blocked. Mortar and ranged units don’t have a “hold and fire” option. You can’t necessarily fire into fog of war.
These issues are less of a problem on the smaller levels, where you control a small number of units. Some of these levels are my favorite in the game, including one where you escort a train with a massive cannon. Another level has you using small sets of infantry to infiltrate and take out defenses, all the while avoiding larger patrols. These missions, where you have the time to focus and micro, where you only have a few units, and where you can really keep them alive, are where the games feels fun. You have the space to plan and watch, and figure out how to use all of these systems in your favor.
It’s when the game tries to have truly massive fights that everything just starts to fall apart. I found myself mostly just face-mashing my way through certain levels. I would try to build diverse unit compositions, but the second I lost a critical unit (longer range siege, anti-mech infantry), I would have to retreat and regroup my forces, as I would eventually run into a problem I didn’t have tools to deal with.
Iron Harvest is just too rough right now for me to see it as worth its price tag. The moments of fun are just not balanced out by the massive slog and frustration some of the larger levels can become. The quality of the campaign is varied, and doesn’t always play to the strengths of the game as a whole.
Iron Harvest is currently $50 on Steam. If you really love the aesthetic, and think you can put up with the issues above, you can buy it there if you want.
In what turned out to be Part 6 of 6 of our demo coverage, thus allowing me to go back and enumerate everything else, we take a look at eight more demos. Why not three for each part, you ask? Like all the others? I don’t know either. But here they are, the last eight.
Format is as follows:
Game
Name of the Game
Demo Length
How Long it Took me to Finish the Demo
Genre
Type of game, based on my impressions
Quick Thoughts
3-4 sentences based on what I thought of the game
Play It Here
Link to the Demo
Game
Moo Lander
Demo Length
14 Minutes
Genre
Adventure?
Quick Thoughts
I think I spent more time trying to figure out what to put in the genre box above then I have spent thinking about Moo Lander. It’s not bad… it just didn’t really grab me? It has some nice art, and amusing writing, but nothing about the demo screamed “BUY ME” to me.
I love Crown Trick. Crown Trick does not love me. Crown Trick thinks it’s okay to put you in a room with three fairly massive bosses and just beat you into a ever-loving pulp. I want to play more Crown Trick, and I want to beat it.
Neon Abyss seems to take ideas from a bunch of places, including Binding of Issac, Dead Cells, and Enter the Gungeon. It’s a fast-paced roguelike where you collect stuff and get better. The demo was fun, and it’s actually out already, but there wasn’t anything in the demo that screamed that I had to buy this game.
A lot of stuff about Neko Ghost, Jump! right now is very crude, including the art, music, and animations, but the gameplay is awesome. You can swap between 2D and 3D, and it tends to get used in some really clever ways. The most unique platformer I saw at the show, and have seen in quite a while. Worth keeping an eye on.
5 Hours/2 Hours from a friend who is good at Dark Souls
Genre
Dark Souls
Quick Thoughts
The genre is technically called “Soulslike” but if you make a game where I die for three hours in a row to the same single enemy, you’ve made a Dark Souls. I’m not good at Dark Souls style games, and as I learned with this demo, I might be really bad at them. The game is pure boss rush fights, and my friend who likes Dark Souls games liked it a lot. I mostly liked watching him play after I beat the demo, and reminding myself that I’m not bad at video games, sometimes they’re just hard.
I liked Greak, but again, not enough for it really leave a permanent lasting impression. The idea of controlling multiple characters is really neat, but I struggled with the controls, mostly because they were set up pre-bound for Xbox controllers, so a lot of the prompts were off. The one mini-boss was the area where I died the most, and trying to do combat with both characters at once never clicked for me. Still, if you like games like Trine, this might be for you.
I don’t really play visual novels/dating sims. I was gonna have someone else play it, and do a write up, but life happened, so I did it instead. Look, I think if you play this sort of game to begin with, you’ll be a better judge of if you’d enjoy it than me.
If nothing else, the writing for this game drew me in really quick. I’ve got to wonder how much of the writing is actually variable, and how much is scripted, but if the goal of a demo is try to get me interested in the full release, this one worked.
Perhaps the most interesting thing mechanically in Jack Move’s demo is the ability to swap out your spells mid combat. Everything else is pretty standard, but well executed. If you’ve played a JRPG, you’ve seen most of these mechanics before, but the presentation is fun. This could turn out to be really good for folks who already like the genre.
In Drone Swarm, you control a spaceship that has a drone swarm. The writing is painfully campy, and the whole “Oh no aliens please don’t attack us” thing, where you are then forced to blow them up (even though mechanically, you can pretty easily survive without damaging them) rubbed the wrong way. On the other hand, the actual mechanics are neat, since you do stuff by drawing patterns and shields. If nothing else, Drone Swarm is pretty unique, making this demo warrant a play.
The Destiny’s Sword demo does not do a good job of selling Destiny’s Sword as a game. As far as I can tell, it looks like a glorified mobile game with some troop management mechanics. Honestly, this was just such a poor demo that I stopped playing, since it was kinda hard to figure out what you were even supposed to be doing, and you can’t really interact in the battles outside of a few “Tap to activate” abilities.