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You can only unlock that mode after 100%ing the game though.
This is how I felt about it too. The game is designed around the timer, which means no one task will take longer than a minute, and the player will never lose more than a minute of progress. After getting used to regular deaths in the first area, I rarely ever felt pressured during my first playthrough. There is also a button to die on command, so when there's extra time left you'll never have to wait around if you don't want to.
As for what the timer directly adds to the game, it adds a few shortcut-building puzzles. By a few, I mean I only remember there being two or three, and the rest of the puzzles in the game are simple and fairly standard. The timer's main role is to alter the player's playstyle.
It really is just a short and silly game, but I enjoyed it a lot. My first run lasted just three and a half hours, goofing off included.
It's also an interesting little way of gating progression, because there are certain things that would be entirely possible to do earlier than intended... Except that, until you get an item/open a path/etc, you literally don't have time.
All that said, while I like this game, it isn't what I expected from the pre-release hype. I thought it was going to be more Groundhog Day-ey, with everything resetting each time and the trick literally being to find out what's important and how to do it in the time limit from scratch, but your actions are pretty much always persistent.
Like, I'm pretty certain one of the claims made before launch was that, with enough practice and planning, you could complete the whole game in 60 seconds, and that seems to be a flat-out lie at this point. I think the claim I was thinking of was just "a lot can be achieved in 60 seconds", which is a far cry from claiming the whole game can be beaten. My bad!
If you were to remove the timer, you'd end up with a game that plays almost exactly the same, but at your own pace. Almost none of the potential that came with it has been realized, which is a shame.
Take a look at Half-Minute Hero for comparison.
Parts of the map change based on the state of the timer.
Things are available at different times, and both (HMH) games make good use of time as a mechanic and as a resource. Optional unlocks encourage exploration and experimentation, making them very replayable as well.
I don't dislike Minit.
It's fun for what it is, but it is very shallow and very short.
Perfect for family sharing.
I have found that the one minute loop was interresting but appart from the lighthouse, I have never felt that there was out of reach locations due to time constraint, while I would have loved more of this. Maybe would I have prefered less permanent unlocks, and more need for finding the good order to perform actions.
In that sense, Terre Coda [zillix.com] felt much more compeling.