![]() ![]() It's fun for a game or two, but quick to grow stale and you'll want to move onto something else. So while it's a solid game for chilling and relaxing, it doesn't have enough to captivate for long sessions. I can't think of any example mechanics off the top of my head, but hey, that's not my job, is it? It would've been great if each city had its own unique mechanic for the player to learn and master. ![]() Playing Mini Metro in Cairo is the exact same as playing Mini Metro in Berlin, and it makes me wonder why different cities even exist. But even though the 20 cities have their subtle variations, the gameplay itself has no variety. Mini metro strategy guide how to#I bring this up because it means I already knew how to play Mini Metro when I got it in its finished form.ĭon't get me wrong: it's fun despite the simplicity. It was a web game back then, and nowhere near as polished as it is now. I actually got a chance to play an alpha version of Mini Metro back in 2013, when it was submitted as an entry in Ludum Dare (a game development jam) and titled Mind the Gap. Lastly, I appreciate the inclusion of the fast-forward feature, which lets you speed up the passage of time so you don't have to twiddle your thumbs through the easy (and admittedly boring) few minutes at the beginning of every new game. It's genius because it's self-regulating: as you get better at the game, the goalposts move with you.Ĭombined with the station spawning mechanic, the level of challenge is exactly right for you every time. The point is to see how many passengers you can successfully deliver to their destinations before your subway network becomes overloaded and collapses, meaning the game only ends when you lose.īy not providing a finish line for you, Mini Metro turns you into your own finish line-your only aim is to beat your best score for a given city. What's genius is that you can't actually win a game of Mini Metro. Usually you can tell when a game's minimalistic approach is borne out of laziness or lack of funds, but Mini Metro makes the most of it. The minimalism fits so perfectly with the calm pace of the game, and the soft ambient music seals the deal. The entire game is just colored shapes and lines-that somehow all make sense when you see it action. The thing you'll first notice about Mini Metro is the art style: hyper-minimalistic, abstract in the truest sense. If you lose a Normal game, you have the option to switch into Endless mode and keep going from the point when you lost. Mini Metro games usually last anywhere from 10-20 minutes, but there's also an Endless mode where you can't lose no matter how long passengers have been waiting. Yet at the same time, you're always looking for spots where you can improve your subway network's efficiency, which keeps you mentally engaged. ![]() Because the gameplay is automated, you aren't actually "doing anything" most of the time, hence the relaxing aspect. It all sounds rather simple, but that's the beauty of Mini Metro. These upgrades help you deal with the extra pressures that come as more stations pop into existence. The game also has a passage-of-time mechanic that takes you through each day of the week, and every Sunday you're given a choice between upgrades: Maybe you want an additional line, or maybe you want to add passenger capacity to a train, or maybe you need bridges so you can extend a line over a river (yes, there are bodies of water). If your network is too inefficient and waiting passengers grow impatient, you lose. Over time, more stations pop into existence, so you're constantly expanding your subway network. Each train has a passenger limit and can't take on additional passengers until boarded ones are dropped off. Here's where the puzzle elements come in:Įach line can connect as many stations as you want, but you're limited to a certain number of total lines. ![]()
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