PD Mini felt to me like it was trying to be a “cut down” version of the Saturn games, but the way this was pulled off didn’t seem to work very well in my opinion. For one thing, the gameplay of the PD rail shooters partially “worked” because of the way you could look all around you as you flew forwards; that’s one of the differences they have from other games in the genre, and it’s one of the major ways that variety is brought into the gameplay (in that enemies can come from all sides). However, PD Mini removed this part of the formula (by necessity) and didn’t seem to adequately adapt the rest of the concept around it; with enemies slowly appearing in small groups from the front, and with their attacks being relatively easy to avoid, the game seemed far too easy - or at least, far too unvaried and simple - to be enjoyable for me. (This isn’t to say that I think this kind of old-school rail shooter is bad of course, as I thought games like Space Harrier worked perfectly; but their gameplay was designed to give enough variety, and in SH’s case, a suitable level of frantic action, which PD Mini failed to do in my opinion.)
There were other things missing from PD Mini that didn’t need to be necessarily left out though, which I felt was disappointing. For example, why not give the dragon a berserk attack? Surely it wouldn’t be a problem to have a berserk bar that fills up as you shoot things, and then to let you press a button and have the screen flash for a few seconds, annihilating anything that appears? Getting the player to make well-timed berserk attacks could be one way of adding more variety to the levels, as PDZ and PDO did.
A similar missed opportunity seemed to be the blue, black and red dragons: if there are multiple playable characters, why make them all play the same? Why not just have a dragon evolution system where one dragon grows through different forms, similar to the one in PD Zwei? Unlocking extra dragon forms would be a simple way of encouraging players to replay the game and improve their scores - but for that matter, where are the scores? PD Mini doesn’t rate you on anything you do, so you simply progress to the next level four times, and then the game ends. A simple % shot-down ratio at least wouldn’t have been hard to implement, and other things like hits taken, boss times, a general score and other grades could have been implemented without too much difficulty as well. I’d feel much more motivated to play through the limited number of levels again if I had some way of knowing I was improving my performance.
Another thing I found disappointing was the lack of a storyline; even if the game simply re-used the PD1 story for example, and told it with some straightforward still-image cut-scenes, I would have preferred it to what we ended up with: a dragon that was shooting things simply so that a spin-off game could exist. Another mildly annoying storyline point is that without a rider, it doesn’t really make sense that the dragon can fire bullets in Panzer Dragoon Mini; I’d have preferred it if the rider had simply been left in, even though he’d presumably be reduced to a handful of pixels.
Going back to my original complaint about this feeling like a “cut-down” PD game though, what I’d rather have seen would be a traditional 2D side-scrolling shoot-'em-up that used the PD world’s visual style, without trying to emulate the 3D gameplay. The game could have had depth and good design in its own right then, rather than trying to recreate a 32-bit console game on an 8-bit handheld, which seems like a recipe for disaster from the outset…
And I’m not even going to begin talking about how I’d have preferred a handheld PD RPG. I assume the budget would never have stretched that far, but I’m just saddened that a short development time gave us the PD Mini we have today: something that feels to me like a very rushed game and a missed opportunity.
(Oh, and sorry for going on so long. )