Tiny and Big: Grandpa's Leftovers

Tiny and Big: Grandpa's Leftovers

released on Jun 19, 2012

Tiny and Big: Grandpa's Leftovers

released on Jun 19, 2012

Tiny & Big, a comic styled jump and slice platformer, gives you the unique ability to shape a whole world at your will! You are Tiny, a nerdy inventor who tries to reclaim his most beloved possession: Grandpa's white, fine rib underpants! On his journey through a forsaken desert he will meet mysterious creatures, no clowns, a taxi robot and his arch enemy: Big!


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A fairly sweet and short game where you can cut and beat your surroundings, definitely Hidden gem.

Достаточно милая и короткая игра, где можно резать и подбивать под себя окружение, однозначно хидденгем.

This game has a soul but it's not that well executed

Someone said that this is like the first act to a much larger game, and I couldn't agree more. Another tragic example of a phenomenal indie game with some superb ideas that just didn't have the funding/budget to realize its potential fully. The gameplay's great, the music is incredible, it looks good, etc. It's a great foundation for a sequel or even just a remake, the fundamental game design blueprint is all there. Hell, I'd even be cool with other devs taking this physics-based object-cutting puzzle design and making their own "Tiny-and-Big-likes" so long as we get more games in the style.

A good game, a game I wholeheartedly recommend, but a game that could've been so much more.

(also I wasn't kidding about the music, like even if you don't want to play the game at least listen to the soundtrack, it slaps hardcore)

Tiny and Big feels like the first act to a much larger game. Largely in a narrative sense, but also there's a sense that you've only just started doing crazy stuff with your stone-cutting arsenal by the time the game wraps up. I don't have much complaint of the length; there's plenty of replayability in the collectables and secrets, in any case. Just a tad disappointed of the lack of scope in a really cool gameplay concept.

I have not seen a game with such inventive mechanics like this used to such a little degree. Beautiful art style, absolutely insane music, novel game mechanics, silly but fitting plot; every little bit of this game is so neat, interesting, and unique and the fact it's only 90 minutes is criminal. It feels like the first chapter in a game that doesn't exist that really needs to.

Old school, and in the best possible way.

There was a time, before easily accessible game engines could be plucked off of digital shelves for free, when programmers and game designers were much, much closer to being one and the same. You'd have a guy - let's call him Todd - and he'd come up with a trick. He'd build an engine that allowed specialized sprite scaling, or simulated 3D with orbs, or enabled freeform level rotation. Something, a gimmick that nobody else was doing. And that would become the game. You'd build the entire thing around Todd's trick, because nobody else was doing what Todd was doing and maybe this cool thing would be enough to help your game stand out, to make something new, fun, profitable.

And that's what we have here. A custom game engine built solely around the slice and dice physics that let you carve up the terrain. The important part: it works. Things mostly do what you would expect them to. You can be creative, mess things up, salvage them. When things go wrong, they usually go wrong in an amusing way and then you're reset to a nearby checkpoint.

The follow-up: it doesn't overstay its welcome, resists the urge to delve into increasingly convoluted physics puzzles with increasingly strict solutions. The game wants you to get where you're going, to have fun doing it and then maybe some more fun going for the collectibles. The tapes, which matter a lot because the music is so good they credit the guy in charge as the "Music Concierge", and the boring rocks, which don't matter at all but press you to be a bit more daring, more careful, to explore.

It's all wrapped up in a neat little notebook-sketched aesthetic, a silly story that has tons of personality and the aforementioned killer soundtrack. The core mechanic was incredible for its time, especially in an indie game, and still holds up incredibly well. A glimpse of what could have been in an industry less codified.