Main game
3.50 average rating based on 501 ratings
This is a game design masterpiece. No, I'm not exagerating. The way the map and tasks are designed around the 1 minute loops you have before "dying" and awakening again at your home is perfectly tuned to be fun and rewarding.

This doesn't only applies to the "main mission", but all the side objectives it has available. It really takes takes advantage of the time limit for sweet fun activities, but it also put a lot of humour in that. You have to listen to a very slow talking turtle to know where's a treasure or wait on a long queue to get another reward.
I really couldn't get off this game until I finished... and then until I got 100% (which took less than 3 hours)... and then I played it again in an extra game mode just because I was really having fun in this small world.
Yes. Is a very short game. That's not a problem, is the perfect length for a game like this

I can't say Minit is perfect tho. My main problem with it is the way the collectables work, specially in the latter part of the game. A few items are only useful …
This is a game design masterpiece. No, I'm not exagerating. The way the map and tasks are designed around the 1 minute loops you have before "dying" and awakening again at your home is perfectly tuned to be fun and rewarding.

This doesn't only applies to the "main mission", but all the side objectives it has available. It really takes takes advantage of the time limit for sweet fun activities, but it also put a lot of humour in that. You have to listen to a very slow talking turtle to know where's a treasure or wait on a long queue to get another reward.
I really couldn't get off this game until I finished... and then until I got 100% (which took less than 3 hours)... and then I played it again in an extra game mode just because I was really having fun in this small world.
Yes. Is a very short game. That's not a problem, is the perfect length for a game like this

I can't say Minit is perfect tho. My main problem with it is the way the collectables work, specially in the latter part of the game. A few items are only useful to get one or two coins and those can only get you an upgrade to run (useful, but unnecesary) and an extra heart. But because the way the game works, hearts are kinda useful.
Yes, getting those items is fun and it feels rewarding, but the items aren't really great. My second problem is only if you go for completion. The way you get a couple of the secret coins are really obscure and I can imagine how can you found them without looking a guide online. As an 'explorer' this is a little frustrating. I don't want the game to tell me where is everything, but It should at least point you in the correct direction.

Am I overthinking if I say that the plot of the game, where you find a cursed sword that kills you every minute and have to destroy the sword factory to fix everything, is a commentary on the gun industry? I mean, having a weapon shortens your life expectancy and the factory is destroying thise pretty small world.
Yes, I'm overthinking that, but you won't convince I'm not right about it. He he he.
Anyway. I loved Minit and I see myself playing it again and again once in a while just to have a little fun. Also, the soundtrack is amazing.
What a charming little game. Cute presentation, and unique premise.
To kick off my year of time loop games, I replayed Minit. I played this back in 2018 and thoroughly enjoyed it. I wasn't sure if I'd find the fun again, but the core of the game is so time-loopy I just had to try.
I didn't go for 100% this time, which let me beat it in 84 minutes, coming in slightly under HLTB's 90 minute average. I remembered some areas being much longer and had completely forgotten it had 1-bit graphics. In my memory, it was cute and pixelly, but there were colors! What even is the human mind?
I really enjoyed how solving each piece of the puzzle feels like a speedrun, the soundtrack felt right at home with the visual design, and I love a game that's shorter than a movie. All told, I'll give it the same 4 stars I did back in 2018. It's a review time loop!

I really dig Minit. The concept is interesting and addictive, the monochromatic display is unique, the characters and world are charming.
I do wish it lasted a bit longer (I was able to beat the game with 71% completion in just under two hours), but it's a nice appetizer or dessert to enjoy between larger experiences.
(Note that the Switch version I played seemed to have a bug where sometimes the audio would drop out entirely until I closed and re-opened the game.)
-- Part of my Itch.io Bundle Project - Attempting to play and rate every game in the 2020 Bundle for Racial Justice --
Had a hard time coming up for a rating on this one. It's a captivating mini-RPG with a style reminiscent of old school Zelda, where you have 60 seconds to go adventuring, and when your time is up you die instantly and respawn at your house. Any overworld progress, like boxes you pushed or monsters you killed, is reset upon death, but you keep any items you accrued.
It basically turns each 60 seconds into a progression puzzle - how do you get to the next place to unlock the next thing, with only a minute to do it in? It's pretty cool, I might actually re-buy this on the switch since it seems like a perfect game for small pick-up-and-play sessions. And the soundtrack is a jam, too.
Minit is a more than decent action-adventure game that borrows heavily from the structure of 2D-Zelda titles, most notably A link to the past. The added gimmick - once again influenced from a Zelda-title (guess which one) - is that you are cursed to die every 60 seconds, only giving you a limited time to explore your surroundings and make permanent progress by finding items or finishing mini quests.
I believe that the time restraint adds one interesting element to the game: structuring gameplay loops. Knowing that I only have one minute to make a change, my mind is narrowed to focus on several small goals, giving a more condensed feeling of the classic Metroidvania-formula. It can feel a little bit like this:
I should use this run to explore the beach to see if I can find something. I see a shop and a stranded fish. Oh, a boat, I will have to remember that...DEAD - Hm, let's check the shop instead. Ah, this guy wants me to kill 5 crabs. I may not have time for that now, so I will go up north. Oh, an item blocked by boxes...DEAD - It's crab cake time. Done, let's visit …
Minit is a more than decent action-adventure game that borrows heavily from the structure of 2D-Zelda titles, most notably A link to the past. The added gimmick - once again influenced from a Zelda-title (guess which one) - is that you are cursed to die every 60 seconds, only giving you a limited time to explore your surroundings and make permanent progress by finding items or finishing mini quests.
I believe that the time restraint adds one interesting element to the game: structuring gameplay loops. Knowing that I only have one minute to make a change, my mind is narrowed to focus on several small goals, giving a more condensed feeling of the classic Metroidvania-formula. It can feel a little bit like this:
I should use this run to explore the beach to see if I can find something. I see a shop and a stranded fish. Oh, a boat, I will have to remember that...DEAD - Hm, let's check the shop instead. Ah, this guy wants me to kill 5 crabs. I may not have time for that now, so I will go up north. Oh, an item blocked by boxes...DEAD - It's crab cake time. Done, let's visit the shop. Nice, I got a cup of coffee, now I am strong enough to move some boxes...Wasn't there boxes up nor- DEAD
It is my belief that dying accentuates the progress you are making in a clear manner, achieving a great game tempo for a 2-hour experience. Unfortunately, the time limit is not utilised in any interesting way in regards to puzzle solving and allowing for interesting decision making, apart from a few exceptions. One of the best moment in the game is when you
I think my main takeaway from playing this game, is how a monochrome and pixelated map with simple interactions and design elements that only takes about 2 hours to fully explore to me feels far more immersive and alive than most enormous 60 hour open world games made by triple A-studios.
I think this comes down to one key aspect that almost every open world game fails at - memorable interactions and events. Even though the overworld in Minit is small, it is condensed and filled to the brim with characters and small puzzles that are specific and unique. A neverending desert. A duck that you have to
I find it a kind of tragic reflection on modern game design that 1000 people studios with billions of dollars to spend, fail to make a more lasting impact than what is possible for 4 people and a miniscule budget to achieve. Because what separated Gerudo Valley in 1998 from a fortress in Assassin's Creed today is not necessarily the core level design. It is that there weren't 58 Gerudo Valleys.
I really enjoyed this!
The game is really simple, but it does enough unique things to feel fresh. The progression through finding upgrades was well done, all the items felt satisfying and helped you progress to new parts of the world.
The map was well designed - everything was connected through shortcuts which you keep revealing as you play more, and I loved seeing how it all came together. It was neat how many different ways you could arrive at different locations - particularly the factory, and the game forces you to make your way around it in a clever way at the end.
What makes the game feel unique are the various design choices such as the focus on the watering can, the "find the hotel guests" quest, and areas like the lighthouse, the boat ride to the small island with the mechanical switches, the octopus with its missing tentacles, the "hidden temple" with it's three unique challenges, and the ultimate climax of the game being about this weird cursed sword factory. None of this is super revolutionary, it just helps give the game it's own flavour.
The game's physics and mechanics were always satisfying. Swinging your sword feels …
I really enjoyed this!
The game is really simple, but it does enough unique things to feel fresh. The progression through finding upgrades was well done, all the items felt satisfying and helped you progress to new parts of the world.
The map was well designed - everything was connected through shortcuts which you keep revealing as you play more, and I loved seeing how it all came together. It was neat how many different ways you could arrive at different locations - particularly the factory, and the game forces you to make your way around it in a clever way at the end.
What makes the game feel unique are the various design choices such as the focus on the watering can, the "find the hotel guests" quest, and areas like the lighthouse, the boat ride to the small island with the mechanical switches, the octopus with its missing tentacles, the "hidden temple" with it's three unique challenges, and the ultimate climax of the game being about this weird cursed sword factory. None of this is super revolutionary, it just helps give the game it's own flavour.
The game's physics and mechanics were always satisfying. Swinging your sword feels good, as does throwing it. Moving around, pushing boxes, swimming, cutting down trees, etc. It all works well.
The 60-second gimmick was not used very well, in my opinion. It's not a drawback at all, because everything is so well-connected that you never really lose progress, and running through the world doesn't get old. But it doesn't add much to the game. I don't think I'd have felt much differently about the game if it had just played out like a normal adventure game with no timer. I'm not sure what else they could've done with it, but it doesn't feel integral.
The soundtrack is really good! There aren't a lot of tunes, but they were all really catchy and I would always look forward to hearing them each time I returned to an area.
The story is bare bones, but all the characters you meet have fun sprites and their dialogue is pretty clever.
Overall, I liked it a lot, and even though it doesn't do anything mindblowing, everything it does do is well-executed and feels fresh enough.
8/10 Se fait très vite, mais très très sympa. Est arrivé dans mon époque d'addictions aux boucles temporelles.
Minit is an OK little game. It's a top-down adventure game with a really nicely utilized gimmick -- each life that you have lasts only a minute. This sounds quite frustrating, but it's actually plenty of time to gather information, new powers, open a new path, etc. and then head back out and make some more progress. For some reason - despite its very short length, basic graphics, and seemingly boring simplicity -- Minit just works. The gameplay loop is intriguing enough to want to continue. Like a roguelike, this game rewards you with each subsequent replay. It sort of negates the penalty of death by expecting it and considering it a necessary part of making progress. Like "Gato Roboto," the game is in a striking black- and white-only color palette. It utilizes some generic 8-bit sounds and music that didn't really grab me. Overall it's a light snack of a game that has its fun moments in its micro puzzles and incredibly basic gameplay. The "minute" gimmick works well enough to make it a fun adventure for an hour or two.
Minit only scratches the surface of its 60 second gameplay loops' potential.
While it feels like a slight missed opportunity, it's hard to complain with how little investment it asks of you from both a financial and time-based perspective.
For my full thoughts, check out the video review:
Minit is a little dose of a game with a particularly interesting concept - the player gets a cursed sword that kills them within 60 seconds. Without any extra powerups to extend time or anything, the player must set out and explore the island they are on and why the cursed sword got there.
The player's main item is a sword which they can use to slash enemies but can also grab ahold of a few different collectibles and items such as hearts and coins, a watering can, some coffee, a camera, flippers, and other things. The area is a little intimidating for 60 seconds at first but the main way that the player can traverse forward farther is by using obtained items to open up shortcuts and using different hub rooms to resurrect from. It can get a little unwieldy at first when searching the land but they'll be able to connect the world with enough shortcuts by the late game to speed things up.
Progression very much depends on the player's ability to quickly pick up on and explore their environment. With four major hub rooms to sleep in and a fair bit of the island to explore, …
Minit is a little dose of a game with a particularly interesting concept - the player gets a cursed sword that kills them within 60 seconds. Without any extra powerups to extend time or anything, the player must set out and explore the island they are on and why the cursed sword got there.
The player's main item is a sword which they can use to slash enemies but can also grab ahold of a few different collectibles and items such as hearts and coins, a watering can, some coffee, a camera, flippers, and other things. The area is a little intimidating for 60 seconds at first but the main way that the player can traverse forward farther is by using obtained items to open up shortcuts and using different hub rooms to resurrect from. It can get a little unwieldy at first when searching the land but they'll be able to connect the world with enough shortcuts by the late game to speed things up.
Progression very much depends on the player's ability to quickly pick up on and explore their environment. With four major hub rooms to sleep in and a fair bit of the island to explore, it can be easy to get lost and overlook things, especially on a 60 second timer. There are some ghosts along the way that offer hints but I did find myself pretty stuck in some places (coin hunting, hotel guest hunting). Luckily the game doesn't require 100% completion to beat the game, so it's not super frustrating.
The game has a charming monochrome look, with a slightly cartoony 8-bit look that resembles a Game Boy game. There isn't too much visually that stands out (with exception to some stuff near the end) but the chiptune tracks are pleasant enough.
Minit is a short game that's highly recommended to pick up. Utilizing a unique mechanic and not overstaying its welcome, it's a couple hours that are definitely worth playing. It even has a couple of New Game + runs if you're willing to play all of what it has to offer!
I played for nearly an hour and hit a huge wall and could not figure out how to proceed and hitting my head over and over again was not fun.
Too many lives wasted with no idea what to do. This is the design failing me. Maybe I am the dense one but that does not change that I did not ever really ever enjoy it and I certainly did not end my play session on a good note.
Too short to be memorable, Minit is painfully average. Its attempt at innovating fails, as well as its art direction, but fortunately it can still grant a few moments of fun on an uneventful evening, especially if you're a speedrun enthusiast.
Full review here (in Portuguese).
Here's a list of keywords to look out for:
If a developer uses even one of these words it's a huge red flag because it tends to mean "we couldn't be bothered to make a proper game". Minit is even worse because it has a timer, which is the only thing i loathe more than the above keywords.
I had fun playing Minit. A few puzzles were frustrating and I needed to look up how to do them. Also, the overall playtime is very short. You can definitely beat this game in a day (I did).
This game is addictive.
Very, VERY addictive.
Thank god it's short.
This is free in the Epic store this week:
https://www.epicgames.com/store/en-US/p/minit
It was previously given away in October 2019.
Just finished the game in a single run, its a really fun and short game, i highly recommend it if youve got it and remember COIN KEEP!
Despite having a little old look, do not be fooled, the game is very interesting which reminded me of another game I played in the past Fairune, where progress is interconnected but with the extra time countdown. For those who are interested I recommend playing,
Nicey, cute, lil game we have here.
I like it.
63% completion according to game
Part of my "Playing games with one hand series due to broken arm" series
It's thursday and you know what that means! Time to boot Epic launcher / log in to their website and claim another free game you'll probably never play...
This week it's Minit.
https://www.epicgames.com/store/en-US/product/minit/home
Next week it's Surviving Mars.
If you're looking for a short, cute, clever game, definitely recommend Minit. It's got a gimmicky premise, but it has a lot of fun with it and doesn't overdo anything or overstay its welcome. Really hoping it comes to mobile or Switch in the coming months, because that's really where this would shine.