A minimap projects real world coordinates onto a small circular or square viewport. Some games pin the player to the center and rotate the map itself (heading always up); others keep north fixed up and rotate only the player icon — either way, the direction on screen has to match the direction on the map.
Color alone should carry enemy/ally/objective meaning — red for hostile, green for friendly, yellow for objectives reads at a glance. Off-map targets that still matter get pinned as an arrow at the map's edge, so at least the direction survives.
Overload it — every item, every terrain line — and the dots blur into noise. Think of the minimap less as a shrunk full map and more as a separate summary of only what matters for the next decision.
When to use
Open-world or strategy screens where exploration and combat overlap. Skip it for linear stages or indoor puzzles where spatial awareness isn’t the bottleneck.