![]() ![]() ![]() Things like darker outlines or directed lighting can be simple fixes to help point out important areas or objects, and thus translate better to the user experience. I felt that my ability to find what the game wanted me to relied more on my experience with games rather than the design of the game itself. I’d be tasked with searching for an input for Mo to plug into the machinery, but many of the mechanical parts felt blended together. Despite the premise and gameplay being relatively simple, the ability to translate to new players might prove difficult. In games where the puzzles are more centric to the gameplay, this might be part of the fun, but the simple puzzles in Minute of Islands feel secondary to the story. It becomes a guessing game about what you can interact with and what you cannot. Things you interact with will not be clearly distinct from other parts of the art. Part of why I draw similarities from Minute of Islands to the point-and-click genre is the seamless fusion of background and interactable game objects. Unfortunately, despite my praise for the art, I feel some of the execution has some room for improvement. There’s a comforting, dark humor about it that makes the heavy story more digestible despite the occasional dead, rotting whale sitting on the beach. Seagulls populate the beaches but some of them have wonky, bloodshot eyes, and some only sport a single leg. It’s the fun art style that draws you in, but the story and the details in the art are what keep you engaged. These cutesy designs contrast very nicely with the grotesque backgrounds and plotlines. Characters are rounded and wear simple expressions. Stylistically, it feels very similar to Adventure Time in it’s later seasons. But the story itself was aided by the endearing artwork. Bits of dialogue became narrative treats between the exploration as I felt the impact of the character interactions being emphasized. These unique scenes helped me get invested into the story somewhat like a visual novel. It was almost like a story book as we saw the character art move and emote in tandem with the skilled narration. This single narrative voice was increasingly effective when combined with muted characters. A single narrator outlines the story’s adventures, giving the player insight to Mo’s memories and history of the world. Minute of Islands goes all in on creating a beautiful world and story. Studio Fizbin have built a jarring and vivid world, crafting cartoon characters that feel all too real. This story is conveyed in a puzzle platforming shell with story-based exploration that’s reminiscent of the old point-and-click genre. It’s a job left to her by the powerful giants that invented those very same life-saving filters. We’re shown Mo as she is tasked with maintaining the machines that filter the poisoned air. The game follows the story of a young girl: Mo, who lives in an apocalyptic world filled with poisonous spores. Studio Fizbin, based in Germany, are the developers behind Minute of Islands.
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