Tinykin is a small adventure in the big world

Tinykin is a small adventure in the big world
== sync, corrected by elderman == @elder_man
== sync, corrected by elderman == @elder_man

Three-dimensional platforms appear quite often, and the basic idea in them is always about the same: bright levels, tons of collection objects, simple riddles... sometimes add to it a combat system, which often turns out to be the weakest element, but the main thing that their developers often fail to do is to design locations. It should encourage the player to clean up every corner just because it's fun to do, not to discover abilities or move on the story.

♪ And I'm a little kid ♪

The story doesn't even go to the second plan, but to the tenth plan, the most important thing to know is that we're run by a scientist named Milo, who comes from another planet to Earth and tries to return home. Unlike earthlings, Milo's very small size is just like the creatures he meets, who are called secretives, as well as the insects that live everywhere.

The main hero in someone's house, apparently abandoned, is landing. Insects have set up full cities in different rooms: from the Legos, they have built towers out of toilet paper, and in the kitchen, they're engaged in farming and conflict because of crop division. 1991 is the time of operation, so the TVs are still poached, and the music is listening to CDs.

The ultimate goal is to collect the device that one Ardwin left behind, which appears to be the old owner of the house, who was an engaged scientist: he had both the greenhouse and the lab -- if you study the environment, you'll find a lot of interesting details of his past.

For the main character, the key is to go to the next room and find a piece of the device. It's actually easy to find it, but it's always hard to get, you have to negotiate with the insects, you have to steal a key from them. But the beauty of Tinykin is that collecting the parts is just one of a lot of entertainment. There are also side tasks, and there are collection items, and the simple puzzles -- when you get to another location, you start exploring it along and over.

The first thing we need to do is gather the stashes -- some of them hidden in bubbles, some of them trapped in cages -- and first we get to know the simplest caches that are very powerful and able to move things -- you pick up the right number of creatures, you aim at them, and you throw them away, and then you just watch the process, and then you have these exploding caches -- you can use them to remove the obstacles and break down certain walls. There's a little thing that gets on each other and lets you climb on the right "stairs" -- there's the current stunts -- the play opportunities are constantly expanding, even though the protagonist himself doesn't learn anything new.

♪ Full pockets ♪

The character can only move around the rooms quickly with a soapboard, and create a bubble around him after jumping. Sometimes it's nicer to have a double jump, but it's a good thing to fly to a nearby platform if you can't get to it. The duration of the bubble can be increased if you collect pollen scattered on every corner and hand it over to the merchant. In some plotting moments, you have to have a pumped bubble, but if you're looking at everything in a row, you'll have enough fortitude.

And you want to explore everything because the design of the locations helps you do that. There's a collection object on every corner -- either it's easy to get to it right away, or you have to look for bypasses. There's all kinds of shackles that break down walls and secret passageways. When you climb up high, you find trails that allow you to move quickly with a soapboard from one corner of the map to another. And some characters do side-works for which the artifacts are given to the local museum -- once again, the quests are done out of pleasure with the game process, not for reward. Because every centimeter of each location is used with intelligence, the pace for the three-dimensional platform is perfect.

And there's a great humor added to it with a lot of references and just good jokes. Some of it was added by translators, part is equally good in both Russian and English-- well, don't smile when you see a museum curator named R. Mitag, or when the basics of the gameplay are trained by a character speaking the name Reedmy. And without a homage about the bugs and their impurity, it's still a game of insects.

At the end of the game, I don't even want to look for heroes who give off side assignments, but I've just been looking at locations and accidentally bumping into quest objects, running around and collecting everything is much more interesting than always stopping to talk to every bug.

The game doesn't take too much time -- it's only six levels, each of which you spend about an hour. Add a couple more hours to that -- and you find all the collection items, and you get all the "turnovers." The game is exciting, and after the credits, you want more -- it's kind of insulting to end it all in one or two hits. But all the levels -- the two-part bathroom, the library, and the living room -- are unique and very atmospheric. Plus the unusual visual style with two-dimensional characters in the three-dimensional world helps Tinykin stand out against the rest of the genre.

***

Because of Tinykin's weak plot and speed, it's not gonna be long to remember, but it's a great distraction for a couple of nights. Simple game mechanics are successfully combined with glittering level design, and the idea of running around the big house is great, and the game looks wonderful, and the "companies" are looking, and the interesting ideas are there, and the good humor is far more than the faults. You can download it through Game Pass!

Dignity:

  • The charming visual style; the excellent design of the environment — levels are not only diverse but also overcrowded with collections; the gameplay is not bored by the emergence of new caches and related tasks; great humor, many unexpected references.

Disadvantages:

  • History has paid disastrously little attention; short duration, even if all locations were to be vacuumed.
Pleasant visual style, a great combination of a three-dimensional environment and two-dimensional models of characters. A common three-dimensional platform music that can't be memorized, but can't be interfered with during the course of the game. A single game. One-time entertainment for one or two evenings is not too long, fun and boring. An estimated six-hour walk-in time and two more hours to complete. A collection game is not envisaged. A great three-dimensional platform with an excellent location design. It's not recommended for genre lovers to be allowed to pass.
Pleasant visual style, a great combination of a three-dimensional environment and two-dimensional models of characters. A common three-dimensional platform music that can't be memorized, but can't be interfered with during the course of the game. A single game. One-time entertainment for one or two evenings is not too long, fun and boring. An estimated six-hour walk-in time and two more hours to complete. A collection game is not envisaged. A great three-dimensional platform with an excellent location design. It's not recommended for genre lovers to be allowed to pass.

Graphics

It's a nice visual style, a great combination of three-dimensional surroundings and two-dimensional character models.

Sound

The usual three-dimensional platform music that won't memorize anything, but it won't interfere with the passage.

Solitary game

Brilliant entertainment for one or two evenings is not too long, funny, and boring.

Estimated passing time

Six hours for normal passage and two hours for complete completion.

Collective game

No provision.

Overall impression

It's a great three-dimensional platform with a great location design, and it's not recommended for genre lovers to miss.

Graphics

It's a nice visual style, a great combination of three-dimensional surroundings and two-dimensional character models.

Sound

The usual three-dimensional platform music that won't memorize anything, but it won't interfere with the passage.

Solitary game

Brilliant entertainment for one or two evenings is not too long, funny, and boring.

Estimated passing time

Six hours for normal passage and two hours for complete completion.

Collective game

No provision.

Overall impression

It's a great three-dimensional platform with a great location design, and it's not recommended for genre lovers to miss.

Estimate: 8.0/10

Further details on the evaluation system

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