![]() ![]() Instead, if I was deficient in a quantity, I simply made a mental note and went back to it after a few minutes of further inspection of the area. Since I played with exploration in mind, I was never hard pressed or frustrated by these minimum numbers. This could be problematic for players who want to immediately rush into completing the level, but ultimately lose the point of the game. The puzzles that are directly associated with a specific type of tinykin usually has a specific quantity associated with them (IE: need 20 pink). This allowed me to really focus on what each iteration could do and how to master the puzzles associated with them. Happily, the game doesn’t throw all versions of them in the first level, but gradually trickles in another version periodically. These creatures have special abilities that are unique to each color - reds are explosive, pink can carry items, blue can hold electric charges, etc. ![]() The exploration also excels because of the tinykin - the little cute creatures that you find as you traverse through each area of the house. I never felt bored while traversing through each area - a difficult feat that not many games have achieved. You could also grind on various edges, which don’t really change the speed or have any special features, but looks and feels totally rad while you’re doing it. Very quickly, you’re given a rectangular soap bar that you can essentially use as accelerated movement like a skateboard. Traversal through exploration also maximized my enjoyment of the game. Once I was comfortably done exploring a room, I mostly found all the side missions, hidden areas, and challenges to discover (albeit, later levels become a bit more tricky). I not only wanted to constantly explore, I found a deliberate purpose behind each movement and action. I’m hard pressed to think of a better formulated environment within each room that has so many fun and meaningful secrets. Platforming around flowers or pushing books down to create ramps further fueled the ability to explore and find various resources, objectives, and silly characters throughout. Instead of only looking left and right, I was pushed beyond that perspective and truly focused on a 3D exploratory model. ![]() In addition to the idea of exploration, I really enjoyed the focus on vertical traversing. Throughout this game, there is a special emphasis on exploration - with every corner offering something to aid in the game. The high praise of Tinykin easily goes to the gameplay. In addition to the major story, you find smaller arcs dealing with social justice, resource equity, among other things, that further flesh out this microcosm of a world - all while the characters are different types of bugs. The set-up for the game is formed within moments of starting the game, and though I did not have a deep desire to delve into the story any further, it provided the context for all the gameplay features and mechanics. Luckily, he finds the aid of some adorable little creatures, aptly named tinykin, with unique abilities to help him along this journey. The twist though, is that Milo is the size of a bug and must find all the necessary pieces of equipment to rebuild his broken ship and get home. Unfortunately, once he rockets from his home planet, he finds himself trapped in an early 1990’s house that seems to have been abandoned. To his excitement, he stumbles upon an ancient signal from a nearby galaxy. Tinykin opens up with a spry little character, Milo, tinkering around in his laboratory. ![]()
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