![]() The ordinary citizen doesn’t necessarily know what takes part in a subway system, how much does a locomotive cost or the number of passengers that are transported every day. The keys: Familiarity, simplicity, personalisation and imagination. The visuals, the mechanics, the interface, the sound ( Disasterpeace’s work), everything fits into place with elegance. Mini Metro is a delightful user experience. No wonder why two successful games (if I remember correctly) came out of that Ludum Dare. We could say that one way or another they have to be minimalist, especially if the theme in question is minimalism itself. The jam itself acts as a filter, where games that reach a state of completion have been squeezed to the maximum to get that concentrated juice of playability, otherwise it is unlikely the project will be ever finished. But developments with such a tight deadline force the developers to focus on the essence, to discard disproportionate ideas and find efficient and elegant solutions to any issue that pops up. The most common executioner of game projects is overscoping: There are many games whose development gets overly complex, stretches out and finishes depleting all the energy and resources of the developers, forcing them to cancel it, descend to a world of madness, or both. It’s not a coincidence that we see full games being born in game jams often. A very simple game about building suburban railway networks, and the basis of the game we have today at hand. However, just a bit down the ranking (in the 7th place to be precise) there was another completely different entry: Mind the Gap. From that weekend whose theme was minimalism, here in indie-o-rama we remember very well its second place: Gods Will Be Watching, a difficult, hard to chew, sci-fi adventure game that was released as a complete game in 2014 by Deconstructeam, and we dedicated a complete week to it. Sleep deprivation, problems, stress that accumulates when nothing works and is freed explosively when everything fits into place, or when all fails epically and it’s time to give up. We all know at this point, how game jams work. It’s April 2013 and many developers meet up at the Ludum Dare No. In today’s episode I’ll try to explain all the goodness we get from the game, we’ll learn its story and we’ll chat with one of its developers. Games that are complex and full of interesting features, however Mini Metro discards the massive 3D environments, physics simulations and complicated economic systems to keep the essence only: there are some stations and we have to connect them the best way we can. Taking your time to gather the materials you need and synthesizing them into the best possible items pays off in the end.If we were talking about train simulation games, Train Simulator (Dovetail Games, 2009), Railroad Tycoon (MPS Labs, 1990) or Transport Tycoon (Chris Sawyer, 1994) would come into our heads. Going for quality gives you more experience points to level up and more money from the jobs you take on. Arranging your ingredients together in certain ways on the grid boosts the end product's effects, like putting them near green squares to improve your product's healing effect, which improves the item's overall quality. If you just put your ingredients wherever on the grid, you'll end up with a bad product. The puzzle-like 4x4 crafting grid has a neat strategy in how you can make the most out of your ingredients. You can take as long you want to gather the stuff you need before going back home to your alchemy lab, or your atelier. You can lose yourself in the game for hours as you explore the fantasy-like levels, picking up resources from bushes, hacking away at trees, or mining them from rocks. Engaging gathering and crafting system with alchemy as the game's main focus Atelier Lydie & Suelle focuses on gathering materials and synthesizing them into alchemy formulas as the main mechanics.
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