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It’s hard to take 60 Seconds! seriously when it combines such difficult rubrics under the hood with obviously goofy intentions. These family members can go through hell, but the extent of that hell seems to depend on random dice rolls. A lot of dice are being rolled, making the circumstances very much challenging in their own right. Other times, someone can go over a week without eating. Family members can lose sanity one day without something to do, and death can come after three days of not eating. While this is a simulation game, 60 Seconds! never loses its tongue-in-cheek intentions. While this makes sense, it begins to contradict what the game seems to attempt. The first couple runs felt interesting, but the longer I played, the less control I had over my circumstances. You make decisions based on the scenarios you face along the way, and none of them are scripted. A Half-Mast PortĪfter the first 60 seconds, much of this game is based on the luck of the draw. To top it off, you also have to have the means of defending yourself in the event of intruders. You might grab a ton of food before you flee to the bunker, but you still have four mouths to feed for over a month.
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At the same time, your family members need to be nourished enough in order to go out on supply runs. At the same time, I say it’s in bad taste (and design) that the daughter, who is slightly larger than her brother, takes up three capacity slots, while the mother, who is significantly taller than everyone in the house, only takes up two slots.Įach family member needs food and water in order to survive, of course. Each person takes up more than one, as you would expect.
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You are limited to four capacity slots, and certain things take up more than one slot. In the 60 seconds you have before the fall, you have to grab the other three members of your family as well as any other supplies you can grab. Grab your family and as many resources as you can before the timer runs out and the nuke falls. What makes these decisions engaging comes in how prepared you are. This makes for an extra game mechanic–or rather the only truly interactive one, as the rest of the game is text-based and filled with decisions you have to make. The first 60 seconds are dedicated to you grabbing as many resources as possible and dumping them into the bunker before the nuke drops. A good comparison to 60 Seconds! would be Oregon Trail but with a rather more intense beginning.