While the obvious game to compare 20 Minutes to is Vampire Survivors, the most similar game in terms of design is, I think, Downwell. Obviously the colour palette of the two occupy the same neighbourhood, and even the design of the enemies (once you get past the first biome, and especially the boss and last biome, in Downwell) are markedly made with affinity. But, it's the consideration of the mechanics being multifaceted and multi-integrated that really links the two. I won't repeat the GMTK video about how Downwell's mechanics self reinforce, but a quick rundown of how 2MTD's gameplay does the same seems worthwhile:

Shooting can
a) damage enemies
b) apply status effects
c) trigger summons
d) heal the player

Running can
a) get you away from enemies
b) pick up experience
c) apply status effects
d) move your summons

Picking up XP can
a) increment your levels
b) reload your gun
c) apply status effects
d) refactor your bonuses to DPS

Killing enemies can
a) drop experience
b) spread status effects
c) trigger summons
d) trigger on death effects

Applying status can
a) kill enemies
b) heal the player
c) refactor DPS bonuses
d) improve mobility

And all that is not even taking into consideration the various domino effects of each character and gun, as well as the huge Rune selection. It's bonkers how interconnected the game is, how thoughtfully each mechanic is put in. Comparing it to Vampire Survivors is frankly wild considering how simple and solved that game is in its current state. Anyways, just wanted to make sure I wouldn't forget this little thought.

Reviewed on Oct 03, 2022


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