Reviews from

in the past


Tinykin pays homage to Pikmin, and while it shares similarities, it's certainly not an inferior game. It offers a simpler approach than the Nintendo franchise but manages to adeptly execute nearly all its aspects.

The gameplay closely resembles that of Pikmin. You guide a collective of diminutive creatures, utilizing them to access various locations and retrieve items. These creatures can be likened to ants in concept. Each type possesses distinct abilities; for instance, the pink ones excel at carrying heavy items, the yellows are bridge builders, and the blue ones can harness electricity.

The game's art style stands out as one of its strongest features. The developers opted for a charming cartoon aesthetic, which enhances the game's visual appeal. Playing as a diminutive alien resembling a regular human, albeit in miniature form, creates a captivating contrast with the familiar real-world setting of a typical house on Earth. Observing everyday objects from this altered scale proves to be highly enjoyable.

As for the narrative, it's acceptable. The developers attempt to infuse a sense of mystery, though it falls short of being truly captivating. The characters' efforts to rationalize ordinary occurrences through religious contexts carry a certain novelty, but the story is not as deep as it could be.

In conclusion, Tinykin presents itself as a commendable alternative to Pikmin. It delivers entertainment, visual charm, and well-executed mechanics, yet it doesn't exceed these qualities. If faced with the choice between this game and the Nintendo franchise, opting for the latter is advisable. Nevertheless, I do recommend giving Tinykin a shot if the opportunity arises.

I held off on playing Tinykin for an unduly long time because I think the protagonist has a stupid haircut. As it turns out, even the in-game NPCs tend to express similar sentiments. Amusing.

The enviro art looks great, and calls to mind many hours spent traversing the world of Chibi-Robo. While Tinykin is clearly Pikmin inspired, it lacks any of the task-management of the series, and instead plays as a very conventional collectathon. Just rummage over every inch of level geo and pick up all the glowing edible looking collectibles on autopilot and the game will complete itself. Tinykin coasts by on delightful style and amusing NPC dialog to create a pleasantly memorable experience.

I gave up on trying to 100% my save, and am dearly wishing for a pollen radar. This is why I really don't like collectathons, they tend to resort to tedium rather than challenge. At least the time trials actually put your management of soap-board and bubble-hover schmoovement to the test. Showing that Tinykin can provide satisfying platforming sequences.

Tinykin é um daqueles jogos especiais e bem únicos que vem saindo fora do mercado de AAA, o plataforma com bastante elementos de "collectathon" trás uma mecânica que lembra o jogo Pikmin e cria algo novo em cima disso. Tudo nesse jogo é feito com tanto esmero, que é dificil não se emocionar com a vivacidade dos cenários ou as lindas músicas que tocam durante a jornada, que tem uma história surpreendente. A única coisa que me deixou um pouquinho cansado foi conseguir o 100% do mesmo, pois são MUITOS coletáveis, e o mesmo não possui nenhum mecanismo que te ajude achar 1 de 1000 que você pode ter deixado desapercebido, fazendo assim você ter que explorar tudo de cabo a rabo outra vez.

Huge thank you to @DeemonAndGames for the Steam giveaway! Your generosity is inspiring!

A Hat in Time gained a reputation for being a great alternative to 3D Mario. It certainly had solid writing, characters, and unique scenarios, but it wasn’t a good platformer. With its extremely restrictive moveset, basic platforming challenges, and collectables that quickly lost their purpose, it was more akin to an amateur’s first stab at the genre.

Tinykin is essentially a weaker version of that title. Somehow, it’s more rudimentary while also lacking most of A Hat in Time’s redeeming qualities.

Every single mechanic in Tinykin can be traced back to a better title. The game’s namesake are the most obvious example, functioning as Pikmin that don’t require babysitting. This is fine for a platformer, but of the five types of Tinykin, only the green variety enhances the platforming in any way. The rest are used for puzzles that essentially solve themselves.

The core moveset is a lot shallower than an open-zone 3D platformer has any right to be. Take the jumping. Milodane barely has any hang time, so he drops like a rock after peak jump height. It really doesn’t pair well with his ability to glide around like Bunny Mario. The soapbar is decent, but there’s so little to master outside of the time trials. At the time of writing this, I haven’t played Tony Hawk’s Pro Skater or Jet Set Radio, the clearest inspirations for the soapbar’s physics, but it doesn’t take a pro to see how much more effort those older classics put into their movement systems.

The more I played Tinykin, the more I wondered what the point of it all was. The hub and spoke level design is neat at first glance, but the theming is just for show. Take away the wallpaper and each level plays exactly the same, even down to the number of side quests available in each one. The numerous collectables do an adequate job making the player feel like they accomplished something, but why bother collecting everything when there’s no system to help players find those last few collectibles you’re missing? The least it could do is be more friendly to completionists than Super Mario Sunshine.

Between all of that is the most uninspired platforming I’ve seen in a long time. Incredibly simple jumps and sparse use of hazards that barely punish the player to begin with. Calling it a B-grade platformer would be an insult to non-Mario platformers that actually bothered to engage the player like Banjo-Kazooie, Sonic Adventure, or Pac-Man World 2. Even A Hat in Time’s weakest challenges were more involved than this.

The story is whatever. I think it would have been more interesting if there were only a few characters that needed to learn the house’s inner workings rather than dozens of NPCs spelling out everything or telling bad jokes. Not much else to say really.

I’m willing to bet everyone reading this grew up playing at least one 3D platformer that delivered an unparalleled feeling of wonder. Given all the advancements in technology and game design, I think it’s fair to expect modern representatives of the genre to recapture that excitement. If Tinykin accomplished that for you, then please ignore my whining and be happy! I’m not here to upset readers. However, I’m not going to apologize for being honest with myself. In a world where 3D platformers are unpopular among indie and AAA studios, I cannot help but be disappointed with Tinykin’s mundanity.

A few weeks ago I nearly made a terrible mistake. I almost let Tinykin leave Game Pass without playing it. Thankfully I came to my senses before it left, because it is the breeziest, most pleasing 3D platformer I’ve played in years.

Despite what its may lead you to think, Tinykin is not a Pikmin clone. Not even close. Yes, you do wander around a larger-than-life house collecting tiny creatures, but in practice they function more as collectibles than characters. You never, ever have to micromanage your Tinykin – they follow you no matter how fast you run or how far you jump, allowing you to focus entirely on the platforming goodness.

Each level plays like its own miniature open world, and every one strikes a perfect balance between allowing for free exploration and providing a sense of progression. (As Todd Howard would say: “See that giant toilet? You can climb it!”) Although reaching high places and destroying certain barriers does require collecting enough Tinykin, I never felt like my progress was being artificially gated. Points of interest are plentiful and each destination reveals two or three new directions to explore.

I also appreciate the gradually expanding sense of scale. While Milodane never grows larger, he does obtain greater verticality. When you climb to the top of a ceiling fan and look down at the bookshelves and potted plants you were scrambling around just half an hour ago, it really lets you feel how big the levels are. Much like Katamari Damacy, Tinykin makes the familiar feel fresh.

Tinykin is also notable for being a very peaceful game. There’s no combat and no way to die. If you’re damaged by an environmental hazard, you respawn immediately, no worse for wear. I especially appreciated the way Tinykin handles long falls. While you can break long falls with your bubble ability, you can also simply let Milodane splat into the floor. He’ll then respawn at the spot you jumped from. This is handy when you’re platforming high in the house and miss a jump. There’s no need to make up all that lost ground – you can try again right away.

Because of this, Tinykin is also quite easy. But when I was running around the kitchen gathering ingredients to make a cake, I never felt like it needed to be any harder. The controls are responsive. The colors are vibrant. The characters are cute. There’s a lot to love here and I’m glad I gave it a try before it got away.


O melhor: A exploração relaxante e o visual carismático
O pior: A trilha sonora não chama muito a atenção
Pacífico: Um ótimo exemplo de jogo que funciona mesmo sem nenhum tipo de combate

Um astronauta diminuto comanda uma horda de criaturas ainda menores e com diferentes habilidades para coletar objetos diversos para sua nave espacial. Se uma primeira impressão traz claramente lembranças de Pikmin, o pessoal da Splashteam na verdade se inspira menos na série de estratégia da Nintendo, e mais em Banjo-Kazooie, Spyro e demais collectathons abundantes nos anos 90. Tinykin é um jogo de plataforma 3D onde você coleta e usa os bichinhos que dão nome ao jogo para diferentes funções: transportar objetos, alcançar lugares altos, explodir coisas, etc. Essas habilidades são usadas para explorar os diversos cômodos de uma casa gigante (em relação aos personagens), que se tornou uma sociedade onde diversas espécies de insetos coabitam.

Para adquirir os objetos necessários para construir o meio de transporte que o levará para o seu planeta de origem, o protagonista Milo terá que interagir com esses insetos e resolver conflitos nas mais diversas situações, indo de cultos religiosos a protestos do proletariado. A história em certos momentos, especialmente no final, parece que vai ser algo mais profundo do que realmente é, mas as referências a figuras diversas, que são perceptíveis conversando com os NPCs, tem seu charme. Além de utilizar os Tinykins para explorar cada fase, Milo também conta com bolhas de ar que o permitem planar para alcançar plataformas distantes (com a possibilidade de adquirir upgrades para mais bolhas) e também um "skate", em forma de sabão, que permite uma movimentação mais rápida e um "grind" em teias, utilizadas como atalhos.

Os controles funcionam bem. O pulo de uma plataforma a outra não é dos mais satisfatórios, mas as habilidades, principalmente os Tinykins que permitem alcançar lugares mais altos, são simples e rápidas de se usarem. É um jogo propositalmente muito fácil, não há nenhum tipo de inimigo e as únicas formas de morrer são cair de um lugar muito alto ou cair na água, e mesmo assim o jogo retorna rapidamente para o último lugar seguro. O desafio está em simplesmente explorar cada cenário e entender os pequenos "puzzles" que existem nele. Um desafio maior está em completar 100% de cada fase, coletando cada item possível, mas mesmo isso não exige muito além do jogador, sendo que eu quase completei todos os objetivos apenas jogando naturalmente.

É um jogo bem bonito e charmoso, mesmo considerando que todos os personagens que você interage são insetos. Os cenários gigantescos com os pequenos personagens em sprites 2D à la Paper Mario tornam ele mais único em relação a outros jogos do gênero. Altamente recomendado para quem aprecia jogos de plataforma em 3D (apesar do pouco desafio), ou quer apresentar um jogo para uma criança ou mesmo alguém que não tem tanta experiência com video games.

Went there for the discount Pikmin, stayed for the communist uprising, eldritch space horrors and confronting God

An incredibly entertaining and fun game! It starts a bit slow but once I got the third type of tinykin it was very hard for me to put the game down. Loved environments, the layout if the stages. It is a fun short adventure that still has content for the completionists. The game is upbeat and the artsyle is very adorable and unique. I played this game thinking that it is a Pikmin clone but I have to say that it is different and I enjoyed this formula more than Pikmin, it is like a hybrid between pikmin and N64 platforms/collectathon games. 9.5 for an indie game, 9 probably overall. Hope to see a sequel with a bigger scope.

Enjoyment - 7/10
Difficulty - 2/10

Tinykin is the guy in the corner at a party wearing a Redbubble Pikmin t-shirt. Remember Pikmin guys?!

Tinykin provides a more forgiving, vertical platforming take on the Pikmin series. Nice to play, however I fear this might be forgotten or deemed an obscure platformer in the future.
🏆

A wonderful little platformer that takes some neat inspiration from collectathons and Pikmin to create a beautiful little game. It took me a while to get used to the platforming, and I found the grinding a bit finicky at first on mouse and keyboard, but once it clicked, it really clicked, and it was a blast speeding around the different rooms in the house and doing the time attack challenges. The story is relatively simple, but expands at the very end in some very neat and fun ways. It's absolutely beautiful, and the 2D + 3D styles mesh together so well.

I absolutely loved the objectives in each area, and the little side quests were really fun to go and complete. I liked the writing, though my only complaints is the further along I got the more referential it got in very obvious ways, and I hated having to help the bourgeoisie quell a rebellion, essentially, in helping make a cake.

Great game! I got it as a gift but would certainly have bought it, and I really enjoyed it! If you're looking for a platformer with some fun travel, check this out!

E um game muito gostosinho de se jogar que em certas horas e ate relaxante, a história e simpática mas tem momentos engraçados e uma reviravolta extremamente boa na história, e uma tema de salvação muito bonito, foram umas 7 horas de gameplay muito boa.

almost forgot to log this replay! grew on me even more somehow. a much more limited moveset then many of these other 3d platformers, yet also one of the most Heavily Textured, tiny and snappy and makes u feel small and everything else feel Huge yet its all so zippy and fun rather then scary. everything ab the tone established and harmonized perfectly...went for the platinums this time, SO much fun!

You play as Milodane, a professor who has just gotten stuck on Earth. He's stranded until his ship is repaired, but luckily, Ridmi offers to help as long as Milodane does something for him. Ridmi needs to collect all of the pieces to Ardwin's great invention, which can only be done with the assistance of the Tinykin, adorable little creatures that seem to have taken a liking to Milodane. Now, it's up to Milodane to round up as many Tinykin as he can find, explore every nook and cranny of the house, and gather up the appropriate items.

The story took a very unexpected turn at the end, but I liked it! Overall, this game is hilarious and adorable. 90% of the dialogue has nothing to do with the main story, but it's absolutely worth chatting up all of the NPCs just to see what quirky thing they have to say. There's also a ton of jokes and references.

Visuals

Tinykin is set in a 3D world with 2D sprites and I absolutely love that combination! The world is huge and bright and exciting! Well, it's made up of mundane, everyday objects you find in most homes, but being shrunken down makes it all look new and intriguing. And all of the NPCs are insects! They're realistic but super cute!

There are also animated cut-scenes whenever you find a new type of Tinykin. They're short and simply show you what their ability is. There's also cut-scenes to start and end the game done in the same style.

Sound Effects + Music

I honestly barely noticed in the music in Tinykin, which means it wasn't great or bad. The one track that really stood out to me sounded like some retro Sci-Fi Horror music, which was really weird, but kind of fit the tone of the game. Other than that, the music didn't leave much of an impression on me.

The sound effects of throwing the Tinykin does get repetitive, since each one makes the same noise, and you often have to throw many at once. It's not too annoying, but it would have been nice to have a few different sounds, or not having all of them do it in a row.

Gameplay + Controls

Tinykin is obviously a Pikmin clone. I've only played the demo of Pikmin 3, which I enjoyed, but I dare to say that I enjoyed Tinykin way more right from the start. You essentially use Milodane as the director of the Tinykin. He moves around the world, collecting them, then throwing them at objects. Each Tinykin has a color which matches its unique ability. For example, the first two colors you find are pink and red. The pink Tinykin are strong and can move or carry large objects. The red ones...explode. You'll need to collect Tinykin of various colors to solve puzzles and unlock more areas in each room.

I found Milodane very easy to control. It did take me a few tries to get use to jumping on the bouncy surfaces, but that's true for all games that have something that bounces you after jumping on it. Once I got the rhythm, it was smooth sailing. And Milodane actually can sail, which was fun. He only has a small amount of soap to keep his bubble afloat though (it can be upgraded!). He can also use a bar of soap to glide across some surfaces. There are also threads he can rail across. Luckily, that's automatic once you hop on.

Tinkykin has no combat, so feel free to explore at your leisure. You can die though, which I discovered while testing how far Milodane can float. From what I can tell, falling from too high will kill Milodane, but there's no penalty. He just respawns near where he fell from.

There are other collectibles to be found during your adventures aside from the main story objects. There's pollen puffs to be picked up and brought back to Sikaru to brew into something. Prattle also asks you to find her stolen artifacts in exchange for knowledge. There will be some tasks and fetch quests given by the other characters in each room, which were a lot of fun to discover.

My only gameplay issue, which wasn't really an issue, just a minor annoyance, was the blue Tinykin. I did appreciate that they functioned differently than the other colors, but placing them individually was a bit tedious. I initially tried putting a bunch in a row and then stretching them across to make like an extension cord, but that is not how they work. You have to put them one by one, and correctly space them. It's fine once you get into a rhythm, but it could have been better.

Replayability

As much as I loved Tinykin, I don't know if I'd play it all the way through again. It's very linear and once you know how to get around and unlock everything, there's nothing new to discover. However, this is absolutely a game I'd love to 100%! The side quests are quite fun, and I loved interacting with all of the side characters.

The games does technically end once you send Milo home, but if you open your save it puts you back to before he leaves so you can finish up any quests you still have active. I assume you'll have to relaunch the ship afterward to end the game again.

Overall

I loved Tinykin! It had some minor annoyances, but overall, this was definitely a "me" game. It's so cute and fun. Highly recommend!

I think easily this games strongest suit is the exploration. It's so fun to just explore this unnamed house as the size of an ant, using pikmin like creatures to solve puzzles and collect things. It's a 3D Pikmin collectathon and it does its job super well, for an indie game its extremely well polished and I had no issues with it on that front. I do have an issue with how it handles its collectibles though, for some reason there is no way to track how many things you have in a level. Sure it'll show the counters for each thing you need but in terms of like a way of finding the ones you're missing? You're out of luck. That's why if you look this game up there's multiple forums of people posting about how they can't find those 5 missing pieces of pollen or 4 tinykin they missed. A simple fix would be to add a tracker you get for completing the speedrun challenges. It would be a nice incentive other than the optional outfits you get. Having customizable options is nice but I think a tracker would make the work you go through to get it feel worth it.
But yeah that's a main thing holding this game back from true greatness. Other than that, this game is fantastic.

Red Pikmin: Cool with fire, can be squished, will kill in your name, make me sad when they die

Red Tinykin: YES LIGHT ME BLOW ME UP SET ME ABLAZE KILL ME BANG BANG BANG I AM NOT A SOLDIER I AM THE AMMUNITION I WANT NOTHING MORE THAN A SUDDEN EXPLOSIVE DEATH JUST TO LIGHT A TORCH OR CLEAR A ROADBLOCK OR WHATEVER HAHAHA WHEEEEEEEEEEE

within the first five minutes this might just seem like a blatant pikmin ripoff, but it will slowly reveal itself as a quality 3D platformer heavily inspired by pikmin. it's fairly short, but it's another good example of quality over quantity. the world has a ton of charm all its own. there's also no combat, and the core gameplay is enjoyable enough without it, so its absence is actually pretty refreshing.

i have always liked games where you look at the mundane human world from a different, smaller, perspective. it gives everyday life a sense of adventure... possibly reminding me of playing with toys when i was a kid; viewing a bed as a building or a dresser as a hotel for insects, etc.

i think my only complaint is that this is entirely too easy, it only gets slightly challenging when you want to 100% it, but finding every item seems more tedious than is worth it.

you could do a lot worse for 6-10 hours.


A equipe francesa Splashteam salta do mundo 2D de Splasher direto pro mundo 3D em Tinykin. É uma mudança brusca de direção, mas felizmente o time demonstra domínio de referências e faz uma transição não só tecnicamente invejável, como criativamente e artisticamente notável.

A proposta de Tinykin não soa tão inovadora, entretanto. Temos um puzzle-platformer com estética mista 2D e 3D estilizada, algo que lembra visual e conceitualmente Toy Story (ponto de vista micro e temática ambiental de objetos mundanos) e ao mesmo tempo Vida de Inseto (interagimos com insetos antropomórficos), em um gameplay que empresta elementos de jogos como Pikmin (uso de criaturinhas), Chibi-Robo (tarefas mundanas feitas por agentes diminutos), Yoshi’s World (vários pequenos puzzles ao longo das fases, feitas de material mundano e sucata) e Mario 3D, em especial Mario Odyssey (cada fase recheada de pequenos puzzles que conferem colecionáveis).

No comando de Milodane, um humano que vive no espaço em uma época muito além do nosso tempo, onde a Terra não mais existe e a humanidade vaga pela galáxia, chegamos nesse mundo onde interagimos com insetos falantes em uma casa humana gigante. Já de cara somos introduzidos ao escopo e dimensão do jogo, que não se deixa intimidar por grandes nomes como Banjo & Kazooie, dentre outros platformers 3D de sucesso.

As mecânicas de maior destaque envolvem coletar e utilizar os tinykins, criaturas que por alguma razão se dão bem com Milodane e o auxiliam sob seu comando, extremamente similar ao que acontece com o Capitão Olimar e os pikmins na série da Nintendo. Cada um dos tinykins representa uma mecânica específica: trabalho braçal/força, construção de pontes, condução de eletricidade e explosões. Coletamos e usamos as criaturinhas em quantidade necessária pra realizar cada tarefa, tal e qual Pikmin.

Mas não há aqui nenhuma sombra de plágio ou cópia. Tinykin segue suas próprias ideias e faz um mix interessante de seus objetivos e principalmente movimentação e exploração do cenário. É que enquanto Pikmin é pra todos os efeitos um RTS, Tinykin segue por um caminho bem mais próximo dos Marios 3D de exploração, como Mario Odyssey, no comando livre do protagonista Milodane.

Saltar, planar e vasculhar os cantos do cenário fazem parte do loop de gameplay, que se entrelaça com o uso das criaturinhas para resolver quebra-cabeças. Não são exatamente difíceis, mas possuem requisitos que demandam a exploração do cenário e dão gostosas sensação de “eureca” quando solucionadas.

Pra ser sincero, encarei mais como “tarefas” do que “quebra-cabeças”, já que a solução muitas vezes é bem óbvia pra quem já possui mais bagagem. A ausência de grandes perigos como inimigos comuns ou mesmo chefes não se torna incômoda.

Realizar as tarefas principais de cada fase envolve resolver uma série de tarefas menores, de modo a completar partes de um todo e assim passar pro próximo estágio. Esse trabalho equivale ao que seria uma luta contra um chefe, eliminando, entretanto, qualquer dificuldade mais voltada para a ação.

Ao longo das fases, que são bastante amplas, com muita verticalidade e movimentação rápida, se coleta pólens, se resolve pequenos puzzles extras e se explora bem as mecânicas que vão se acumulando. A título de comparação, jogos da Nintendo como Mario e Yoshi costumam apresentar e explorar mecânicas que muitas vezes são utilizadas somente em uma única fase, prezando pela experimentação e variedade ao invés de maior profundidade, algo que vemos aqui em Tinykin.

Pra facilitar ainda mais o acesso a áreas mais altas, um sistema de atalhos com “ziplines” e cordas verticais onde o jogador pode deslizar como um skate ou escalar vai sendo liberado à medida que o jogador avança na exploração da fase. Esse sistema facilita o retorno a áreas previamente visitadas, além da movimentação mais dinâmica pelo cenário.

Vale lembrar que cada fase não possui mapa, então quem está mal acostumado com “GPS” em jogos modernos de mundo aberto vai ter de penar um pouco para se acostumar com o ambiente virtual de cada estágio e se familiarizar com cada um. Isso não é um problema, pois elas são bem icônicas, intuitivas (são cômodos de uma casa gigante) e reconhecíveis. Esse tipo de design ajuda a desenvolver habilidades específicas de noção espacial, skill muito útil até na vida real dos jogadores.

Num geral cada fase tem sua situação-problema bem orientada e direcionada, direto ao ponto da missão principal. Isso não impede que cada ambiente seja recheado de passagens secretas, cantinhos escondidos, com direito a cavernas entre móveis e alvenaria. São diversos segredinhos e tarefas extra que dão ao jogador mais atividades pra explorar mais o jogo, alongando sua duração. Mas querendo ir direto ao ponto, não tem obstáculos para tanto.

Tinykin também é um festival de Easter Eggs com uma pá de personagens e diálogos fazendo referência a obras de cultura pop, com direito a uma boa dose de localização, que em PT-BR está excelente. Senna versus Alain Prost (Fórmula 1, anos 90), Star Wars, John Wick, Star Trek, House, Rei Arthur e os Cavaleiros da Távola Redonda…a lista é grande e não fui capaz de captar e catalogar tudo.

Se Tinykin tem algum ponto que tira um pouco de seu brilho perfeito, talvez esteja na trilha sonora. Ela tem inspiração e originalidade o suficiente pra lhe conferir personalidade própria, mas pra mim ela não soou tão marcante. Não é um demérito, mas também não é nenhum destaque, infelizmente.

as compulsive a first-playthru 100% as ive ever had. intoxicating level design the likes of which i dont rly know what to compare to...spaces are contained and heavily layered, a large emphasis on vertical traversal and pure density. the loop that scratched my brain so much was that by the end of the level, u have truly completely mastered the space...hard acquisition of knowledge, opening an overwhelming web of shortcuts, receiving a new bubble (a rly clever and well considered mechanic that brings more dimension then the expected double jump) , and ofc this all dovetails amazingly with the tinykin themselves, the acquisition of which presents steps towards new navigation of the space. and the bubbles are acquired thru the pollen...the two most common collectables are enticing primarily because of the expansion of movement they promise. the little challenge races are the most flawless bow on the experience of each level i can think of, and some of the best most joyful stuff i will take away with this. not that there isnt already a lot here obviously...very charming, p funny sometimes, sensory splendor obviously, and sometimes u just need to climb out of a Giant Toilet into mountains of toilet paper where lil bugs have made cozy homes. this is what games r all about baby!

It probably has the perfect length for a collectathon without really any time wasters, unless you really want to find the last pollen (I spent 20 minutes). Slipping around the levels is just such a great time that I really could have gone for more levels anyway. The new update added two races in each level, with the platinum times being a decent challenge. I wish there was more like this or just a secret world with a bit tougher areas.

There is a lot of influence from the Pikmin series as you play a shrunken human on an unknown world (someone's house) that is trying to return home via a ship made of various parts from around this world (household items). To help you traverse the planet and overcome obstacles, you use the help of small creatures called Tinykins.

There are five types of Tinykins, the strong purple, the explosive red, the climbable green, the electric blue, and the bridge building yellow. Over the course of 6 levels, you will obtain a finite amount of these creatures and find them in batches, making it to where you will revisit sections of a level when you get what you need to get higher or move past a destructible wall (for example). While you explore, you gather pollen to help one of the various insect peoples create tonics for you to gain the ability to hover across distances with bubbles. Each level provides opportunity to gain more and use them in further and further distances. You also gain a "soapboard" which is a small bar of soap that you can skate on to move around quicker and grind on silkworm strings as you unlock them.

So really, this feels like a Honey, I Shrunk the Kids style concept but with the Pikman assistance and a Paper Mario style design (3D worlds and 2D characters). I enjoyed playing but lost interest in the story after a while. However, I would play a sequel.

Mais um colectathon ai, mas até que é legalzinho

Still one of the best modern collectathons.

(Would be even more perfect if it had a collectible tracker tho)

Fun but TOO EASY. Why not have the whole floor flooded for the bathroom? Why not have more dangerous appliances in the kitchen? Every area felt like the first level, difficulty-wise.

Part Pikmin part platformer, Tinykin is awesome and I loved every minute of it. The graphics were nice and the gameplay/puzzles were fun. It also was just the right amount of play time.

An incredibly charming 3D platformer that has a lovely, relaxing atmosphere. It feels very satisfying to build your team of Tinykin and solve the game's simple but entertaining puzzles.

Pikmin is a usual mention when bringing up this game, what with the player commanding an armada of tiny creatures as well as us following a spaceman that lands on a planet that is essentially Earth.

The similarities are few and far otherwise however, as Tinykin is not a strategy game and there are no enemies to fight here. Instead, this is a 3D platformer with puzzle elements, with the Tinykin acting as the conduit for these puzzles.

It's not a complex game in terms of challenge, as these puzzles are quite simple, but I actually appreciated that as this is one of the warmest and most inviting games I've played in a while.

The different tinykin had fun functions , from acting as bombs, to helping to climb to great heights or creating makeshift bridges, it was fun to see what each tinykin could do. If anything, I wish there were more types to discover.

Sometimes switching between tinykin could be finicky, and I had some irritating moments where I couldn't recall certain tinykin that were carrying objects until I left that area, but these weren't huge problems.

The tiny 2D characters mixed with the sprawling 3D environments gave the game a fantastic sense of scale, and made traversal that much more fun. Very pleasant soundtrack as well.

I had a great time fully completing this one, and I highly recommend it.


Qué jueguito más simple y más divertido a la vez. No necesita mucho para ser un juego al que engancharte. Me ha encantado.

very sweet and smooth platformer with a wonderful flow to gameplay.
payed 0.5% attention to the text (which seemed quite poor to my tastes but thankfully inconsequential) and all the objectives were still clear, which in my book is a testament to the care the devs put into level design.

a wonderful little low stakes nugget with a great sense of verticality and scale that reminded me of the adventurous climbing in Grow Home

Simple, effective, delightful. Pretty much every second of this game was fun. Controlled really well, levels were different enough to keep things interesting and a bit of a challenge there if you want to find all the pollen etc. And if you don't, it's just a breeze bombing around the levels and unlocking stuff.

Tinykin is a great 3D platform game. The level design is very creative, and I had a lot of fun exploring every place. The mechanics, both of the creatures similar to Pikmin and the skate, are very enjoyable. Particularly, the green tinykin allows for dynamic mobility.

The game has a cool storyline with missions that mostly involve taking something from point A to point B, using the tinykin to carry specific objects, and occasionally blowing up some things—nothing too complex.

As a collectathon, achieving 100% completion or progressing in the game requires finding collectibles on the map, which is interesting. However, one aspect that disrupted my gameplay flow was realizing that after completing the story, there was nothing indicating what I missed. Consequently, I had to hunt for tiny things in rather large maps, filled with interiors, which ended up feeling more like a burden than something enjoyable.

Additionally, there's a racing mode where you need to finish within a set time to unlock character skins.

Overall, it's a very well-made game. Some bugs related to achievements occurred towards the end, but revisiting the levels fixed the issue. The weakest point was this flaw in the dynamics regarding one of the game's main aspects: collecting items. However, apart from that, it delivers on its promises very well.