

I picked up on the townsfolk talking about the crypt, but its a very weak hint for ‘you should go here first’, when there’s townfolk complaining about all sort of issues. I had loosely had the crypt in mind, as I was exploring, but I never found it before getting pulled forward by the Spark dropping into Septembersburg, and I just figured ‘if the game didn’t want me here, then it shouldn’t be possible to be here’. Which, I think is a natural assumption, considering how Zelda coded the game is visually and mechanically.
Its just, the game isn’t structurally a zelda game, so that was a bad assumption on my part. I just wish there was a bit more communication, that the game is structurally Elden Ring, not Oracle of Ages.
One of the first things I stumbled into in Septembersburg is the Wallower section, which lent itself well to the (incorrect) assumption that Trinkets are going to be a way the game mechanically gates sections (a la classic Zelda)
Edit to add: I still think Mina is a great game. But I think it fails in setting tone and expectations properly, for how it wants you to approach it. My favorite game of all time is La-Mulana, which is unflinchingly retro and cryptic. But I feel like it does a better job of communicating that. I’ve seen people say “don’t be fooled by its appearance, Mina isn’t Zelda, its Bloodborne”, which I think is very true, and that I would have enjoyed the game more had I went in with that perspective, instead of stumbling upon it.



Yoo I remember this, Gearheads! I loved playing this as a kid