![]() Some will be obvious, as a bridge is exclusively used to cross water and a tunnel is used to go through mountains. What I would like is something (scenarios or text tutorials) explaining the benefits for each of your options. I’m not looking to be hand-held through everything to solve the problems and get to the top of the leaderboards in every city, that defeats the purpose. The idea of believing you know enough, only to find that the game could have explained something a little better. I think that concept, out of the many hours I’ve played Mini Motorways is the most infuriating part. Only then did I think to click and hold the US-style highway signs and move the motorway. I was left asking myself, “Why is that demanding so much traffic?” It turns out it wasn’t connected because it appeared under the motorways and I couldn’t see it. Then another mall popped up under the motorways. I had two motorways crossed over each other and over a section of road to one of the malls. In fact, it was only last Sunday as the Manila weekly challenge was ending that I learned not only the use of motorways, but their most infuriating problem came to life. ![]() Expansion is something that can’t be stopped, you don’t control it, you simply control where the roads go once everything has developed out of control. I love a bridge, but I’d rather get a roundabout to try and fix my issues elsewhere before I start expanding. Traffic lights are a mystery sometimes, more often than not causing backups where I don’t need them. However, until last week I still didn’t know the use of a motorway. I don’t drive and I don’t do city planning in my spare time, so some of this might seem obvious to drivers. Not all of them are as big, but they do bring their own challenges. ![]() In short, I’ve been swearing profusely at a lot of traffic and sometimes the roads themselves too. A roundabout is a big thing to fit in that tightly confined space. I think I need to explain this for the Americans: A roundabout is a thing you drive around and maintain some decent speed, often without the loss of momentum found at a T junction or four-way crossing. Once you add in that complexity of the density of several malls and houses in such a small section of the map, it becomes hard to fit in your tricks. Of course, it is not a Roguelike or lite, but it does feature that small “one more run” thing about it. I find myself playing in short stints, often just 30-45 minutes at most. Mini Motorways isn’t a game where you play one level for days. Luck of the draw, it has always been the issue with anything that sits a bit close to that Roguelike loop of repeatable gameplay. However, often I’ll find that any issue I have with a road being bottle-necked is baked in by random generations. They appear in varying colors and each has to make it to said color and back in a timely manner. As you can guess, progressively, different malls and houses pop up out of nowhere. The house has a car and people, and a mall/business needs people to function properly. You start with a sort of mall and a house connected by a road. At it is core, you are problem-solving the issue of bottle-necking. Honestly, after playing for hours and often being frustrated by the random generation of the building placement, I can’t pinpoint why it is that I enjoy Mini Motorways so much. In the sequel to the wonderfully relaxing and chaotic Mini Metro, y ou are given control of roads at city hall. I’ve been playing Mini Motorways quite a lot during my days and tireless nights for about a month now. So, if by some miracle you’ve made a game I enjoy during those times, you’ve probably hit gold. On those days I’ll nap a lot, generally not enjoy everything around me, and the last thing I want to do after a long day with very little sleep and after I’ve had food is to play a game. ![]() Often, I’ll have days where I don’t sleep well.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |