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Tinykin has to be one of the best surprises for me this year; I finally decided to give it a go when prompted by a friend, and once I was a level in, I couldn't put it down.

You play as a lil guy who's found himself in the vestiges of an abandoned house teeming with intelligent bug life, and have to traverse the rooms solving everyone's problems while searching for parts to escape. The game was marketed to me as a 3D platformer with Pikmin influences, and it turned out to be even better than that. It's a very chill time, because there's no timer or lives system to put pressure on the player, and unlike the Pikmin games, you don't even have to micromanage your Tinykin via specific pathing or keeping a close eye on them to make sure they don't die; they'll just stick with you, and the targeting system automatically picks the Tinykin you need for each situation. The movement is pretty simple for a 3D platformer, but the controls are very tight and it honestly feels really exhilarating sliding around and scaling all the rooms; there are plenty of back-up ropes and silk lines to slide across to make backtracking much easier, and you can even grind along edges if you feel like optimizing your movement or just want to have a good time.

The only complaint here is that trying to get all the pollen in each room can be a bit annoying when it's very difficult to tell what pollen you've missed out on, and I do wish that there was a radar or some other kind of tracking mechanic to better figure out the locations of any pollen not already collected. Nevertheless, I was thoroughly engaged for a solid six and a half hours and I'm glad I took the time to check this out on Game Pass; I'm always down for a solid 3D platformer with Chibi-Robo vibes, for Tinykin more than delivered with no excess fat to be found.

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

I think I could play Tinykin forever.

If there were always more areas to explore, I would never get tired of this game. It's a beautiful hybrid of 3D platforming and stress-free, enemyless Pikmin, a combination I never would have come up with myself. Playing Tinykin feels like putting vanilla extract in your lemonade for the first time. (I'm serious, it's delicious, BUT JUST A TINY BIT OF VANILLA DON'T OVERDO IT) This new combination of things I already loved has blown me away.

Now, 100%ing the game was a bit of a drag at the end, but I did eventually find every single Tinykin and every bit of pollen in the house. If I could change one thing about the game, I would have included an unlockable radar for both Tinykin and Pollen. Since there are two exhibits in the hub area that you're meant to fill (the drinks and the artefacs), radar/detectors being rewards for completing each of these would have been perfect. There's no real reward for completion other than achievements, but the game was so delightful that I wanted to play every bit of it that I could.

The story is wack though, I rewatched the ending twice and still can't confidently explain what really happened!

A game like this is never going to be perfect, so it's kind of a shock it's as good as it is. A game from a fairly small indie studio, it still manages to meet fairly high ambitions.

It's very easy to get hung up on superficial similarities to Pikmin or Chibi-Robo, but this is fundamentally a platformer. You're jumping around, looking for stuff. It's Banjo-Kazooie, but far less technical and demanding. If you fall from too tall a height, you're instantly warped back as if nothing happened.

There's definitely direct Pikmin influence here though. You go about the big house collecting the titular "Tinykin" creatures, who all have different abilities based on their colour. Some lift and push objects, some explode when thrown, some create bridges. It's a fun system, and the game's easygoing enough that it's never too big an irritation when you find you don't have enough of one kind of Tinykin to fulfill an objective. You just go off and do something else, and you'll probably have found enough by the time you come back.

For its early moments, Tinykin's almost like old Tomb Raider. Exploring big, boxy rooms and trying to figure out how to get into each wee corner of it. This appeal's deflated somewhat when you discover a Tinykin that can stack into a makeshift ladder, and making vertical travel much less of a challenge. You also have an upgradable gliding ability. At a certain point, it becomes fairly easy to just build ladders to the top of the room and glide over to anything that takes your interest. I thought it made the game much less interesting, but it makes for a more carefree atmosphere.

In the six-and-a-half hours I've clocked on this game, I think a good ninety minutes were spent at a point that I had used up all my purple Tinykin and thought I'd made the game unfinishable. You see, when a group of Tinykin start carrying an object, they can't set it down or be recalled until they reach their destination. I had two separate groups stuck at the same time, and there wasn't enough others to get me out of the jam. I think the solution I found was tantamount to sequence breaking, but I did manage to bypass something that seemed to be a pretty major design oversight.

That's kind of the thing in Tinykin. It's not very strict, and if it seems to be, it's probably because you're doing something the designers didn't consider. You rarely feel like you're doing things the "correct" way. You're not given that sense of satisfaction. It's fine though. Breath of the Wild was like that. But then, Breath of the Wild wasn't conjuring up memories of Tomb Raider II.

It's a relaxing time, and also fiercely addictive. There's so much casual progression. So many little things you slip into doing that open up new areas and abilities. It's totally appropriate for kids. Putting them in front of Tomb Raider II would count as child abuse in this day and age.

It's good. Play it. You'll like it.

Eu não sou muito fã de plataforma 3D. E collectathon me da uma preguiça inimaginável. Por esses motivos eu quase cometi o enorme erro de deixar esse jogo passar. Testei porque os amigos elogiaram e insistiram muito, tava ali no game pass, então por que não tentar? E ai eu não consegui mais parar.

O lance do Tinykin, para mim, não são as duas mecânicas citadas acima. É a exploração. Eu AMO explorar cenários. E poder ir em cada cantinho dos lugares e olhar os detalhes das fases temáticas encantadoras, já que eu adoro essa ideia de ser uma pessoinha num mundo gigante, foi algo que me deu muito prazer.

Coletar os itens NUNCA pareceu trabalho, chatice ou foi algo que ficou no caminho. Pelo contrário, a disposição dos colecionáveis era quase um guia pra você saber onde ir e explorar.

É um jogo delicioso de jogar, e acho que isso só da pra entender jogando mesmo. Os controles funcionam bem, a movimentação é gostosa. Os objetivos que as fases ter proporcionam são legais de cumprir, com puzzles leves pra resolver. O clima é uma delicinha, desde a música das fases até os divertidos NPCs, que estão por todos os lados e criam uma mini história em cada fase e tornam a exploração ainda mais divertida. É tudo muito relaxante, não tem inimigos, não tem nada estressante. É só algo gostoso e agradável, mas sem ser sem sal, sem deixar de ser interessante.
A história talvez seja o ponto fraco, mas ao contrário das pessoas que eu conheço, ela não me incomodou e eu achei legalzinha e engraçadinha. Mas acho que as histórias individuais de cada mini civilização contida nas fases são mais legais.

E eu não sabia que estava sentindo tanta saudades de um jogo com fases, até eu jogar esse aqui. Como é bom não ter um cenário infinito e longo pra explorar e em vez disso ter um cantinho fechado apinhado de coisas que você completa e ai vai pra outro cantinho apinhado de coisas. Da uma sensação de progressão e completude que eu realmente adorei e percebi que estava precisada de um jogo assim.

Joguei sorrindo do início ao fim e fazia muito tempo (tanto tempo que eu nem me lembro quando foi a última vez) que um jogo não me conquistava desse jeito. Bateu aquela coisa de "pô, videogames né, videogames são muito legais e eu amo eles, de novo" ao jogar Tinykin.


The Pikmin platformer that Nintendo wishes they'd made.

That's a little unfair to Tinykin though, as it manages to stand out on its own merits - it's a genuinely good 3D collectathon platformer that looks and runs brilliantly and pulls you in with large, detailed but rarely overwhelming level design filled with interesting scenarios and some quite fun dialogue with the world's inhabitants. The game is also smart enough to realise that dealing with enemies can actually be a chore in this type of game and as such just does away with them which really helps the flow and allows for more exploration.

I'm a bit of a sucker for games where you play as a little guy in a large setting (especially a homestead) so I think this was always going to do well with me but it turned out to probably be my favourite game of the year so far.

Pikmin without the hassle

The art style of the game is super cute and the music is awesome.

It's a bit lacking in the challenge department since the game doesn't contain any fight but it's a great game to chill and do some fun platforming and simple puzzle solving.

não sou muito fã de collectathon mas esse aqui me deu vontade de collectar todos os thon então daí vc tira que eu gostei bastante. queria uma versão disso aqui com inimigos pra ver como eles fariam, acho que ficaria legal.

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.

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.


Pikmin meets Paper Mario (art style) meets the Mario Odyssey (level based exploration) meets... Tony Hawk Pro Skater?? (skating/grinding on the soapboard)... And it's good?!

It is amazing that a game that seems like such a mish-mash of other game genres and mechanics doesn't just avoid feeling like a rip off of each respective game, but feels both original and fun in its own right! The art style is what original pulled me in - the 3d environment with the 2d characters is such a good look. But I was surprised by just how quickly Tinykin pulled me in. The movement feels so fluid and nice to control. The gameplay and level design really encourages the "just 5 more minutes" type of gameplay to grab the next objective or get enough of whichever colored Tinykin you need. Music is great too!

Blown away by how much I enjoyed Tinykin. Give it a shot if you're at all interested, maybe it'll hook ya.

Oh and it's great on Steam Deck, the art style really seems perfect for it honestly.

Tinykin is an effortless charming, very well crafted game. It's gameplay is to the point, the game is short and sweet and overall, it's a gorgeous looking game. Calling it a Pikmin clone, while true for the most part, feels too harsh for a game like this.

While it's not the most exciting game to play, a lot of it's gameplay changes come quick and doesn't too a ton to change things up, it's still a delightful experience that's easily recommended

A great 3D platformer that keeps what works about the classics but does away with outdated concepts like lives and even checkpoints. The game's mechanics also take some mild inspiration from the Pikmin series, but the pace is much faster. Hours pass by quickly as you explore the giant house the game takes place in. The art style is adorable and the dialogue is hilarious. A very good game.

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.

Que jogo maravilhoso. Uma plataforma pikmin simplesmente encantador e muito bem feito. Uma surpresa incrível.

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.

Veredito: Delicinha de coletaton.

Tinykin é daqueles que te fazem lembrar por que você gosta de videogame, ele traz aquela alegria boba e descompromissada de só pegar e se divertir. Tudo é uma delícia de fazer: as sessões de plataforma, a mecânica dos tinykins, explorar o cenário, caçar colecionáveis... tudo. É um coletaton típico, com duas novidades: a direção visual e a influência de Pikmin.

Tu tem o tamanho de um inseto, todo mundo menos você são insetos (inclusive não tem inimigos) e o jogo todo rola numa casa, sendo que refuncionalizaram os cômodos: a 1ª fase é a sala mas os percevejos construíram um templo religioso, as traças fazem festas no banheiro que os besouros limpam depois, e por aí vai. Aí você tem que explorar armários, camas, dispensas, e tudo parece um desenho animado - inclusive apesar do mundo ser 3D, o visual dos personagens é 2D. Tudo é bem aconchegante. Dá um sentimento muito grande de Toy Story.

Aí vêm os tinykins. Sabe como em outros coletatons você vai ganhando poderes ao longo do jogo (as técnicas em Banjo-Kazooie e os chapéus em A Hat in Time) pra acessar lugares novos? Aqui, quase tudo usa dezenas de criaturinhas ainda menores que você, cada tipo com uma habilidade diferente. Quer levar um bolo pro forno? Os tinykins carregam. Abrir uma passagem? Eles explodem ela pra você. Subir ali? Viram uma escada. Tudo funciona bem redondo, e eles são super fofos.

Algumas análises me deram a impressão de que Tinykin era PUTA QUE PARIU QUE JOGO FODAAAA mas, no duro, comigo foi só um jogo normal e gostosinho de jogar. Muito, MUITO gostosinho de jogar. ❤️ E sinceramente, acho que prefiro assim. Às vezes eu não quero algo incrível e fenomenal. Só quero ser feliz com um joguinho gostoso. E nisso Tinykin acertou em cheio.

This review contains spoilers

I think something that should be made clear about this game is that despite what the premise may suggest, it doesn't really play like Pikmin all that much. I remember going into the demo for this game believing this, only to be caught off guard by the fact that this is instead a 3D platformer with light Pikmin elements. The Pikmin equivalent here, the Tinykin, follow you wherever you go. They carry things, but there's almost none of the multi-tasking that occurs in those games. Think of them less as units to organize and command and more as extensions of the player, tools that allow you to complete certain tasks and traverse new parts of the level.

Another thing to know about this game is that it is very easygoing, especially if you're experienced in 3D platformers. There's no combat, death doesn't have any consequence, and eventually, movement and traversal are de-emphasized greatly as you get abilities that allow you to float and climb through the whole level. This isn't trying to be Mario 64, it's trying to create a laid-back, exploration-based platformer, one that's more about getting familiar with the levels and going through every nook and cranny, as every part of the level contains something for you. That’s not to say the movement is boring though, the bubble that you use to float everywhere is fun to use and manipulate, as is using the green Tinykin to build an instant ladder anywhere, and the soap bar that you can skate on at any time. There’s a good flow to the traversal in this game, it’s not anything that requires a lot of time to master, but it helps keep exploration exciting without overcomplicating things.

Tinykin’s setting is one that I adore, as I discussed in my review of the Toy Story 2 game, taking everyday environments and creating societies and giant platforming structures out of them, but now taken to another level than what was in Toy Story 2. A house, having been abandoned by its owner through mysterious circumstances, has been taken over by bugs, splitting off into different parts of the house and different factions, and believing this previous owner to be God. Most of the game involves interacting with the locals of each part of the house to get a specific item out of them. Doing this involves completing tasks for them which usually tie back into what they believe this God to be. Problems among different characters tend to arise due to prejudices and structures that have been formed around the belief in this God, and what should be interpreted of the house they left behind.

There’s nothing inherently wrong with this premise, in fact when I was typing it out just now it sounded pretty cool. I’m a big fan of different parts of the house having their own cultures and populations, but it mostly manifests in very hacky observations and ham-fisted allegories of modern-day religion. It’s like it’s written by someone who thought the episode of Futurama where Bender is God was mind-blowing. In fact, some Adult Swim cartoon with no money has probably done this exact premise, and probably a lot funnier. Also, every line of dialogue has that specific Funny NPC Dialogue In An Indie Game cadence that I’m starting to find unbearable, where it’s obvious what the joke is gonna be but there’s like 10 text boxes dedicated to delivering it for some reason. It got to the point that I stopped bothering to pay attention to NPC dialogue since it felt so monotonous. There’s a Cake is a Lie joke in this game, we’re clearly not dealing with comedic geniuses.

I do think the “twist” at the end is neat, if only for the fact that having a character suddenly speak English in a game full of NPCs with Banjo-Kazooie-esque vocalizations is genuinely cool. The ending does become a glorified info dump at a certain point, but I’ll let it slide because I like the moment. This isn’t a game trying to do anything groundbreaking, it’s designed to be a low-energy experience compared to other execution-based platformers. Some may find it pretty boring, but I think the setting and level design elevate it to more than just a mildly pleasant experience. If you come in expecting a more casual experience, you won’t be disappointed. I think there should be room in the genre for games like it.

fundamentally this is a pikmin spiritual something but i have no idea if thats true because ive never played pikmin sooo

this game is fun like really fun like really really fun i dont usually play collectathon platformers because they end up being v boring or something like that (i actually played a lot of them im just lying here) but this is just incredible

i dont have a story tab here so i will tell you what i remember about this ok so youre an astronaut or something from a planet where humanity is very tiny for some reasons unbeknownst to you (the truth is behind a generic twist) and so you just journey through the mysterious land of whatever the fuck (basically a big ass house) to discover what are the real roots of humans and to do that you will use the helping hands of cute and adorable tinykins which are umh ? animals what do you categorise them as anyway conscient beings of some sorts that have different colors for each purpose they fulfill (carrying stuff making ladder making stairs yes these 2 are very different conducting electricity and EXPLODING maybe i shouldnt have spoiled their abilities to you ok RETROSPECTIVE SPOILER WARNING)

anyway you roam in this house populated by every type of bug in existence and you can talk to them and get a look into their society and tribe conflicts or whatever i actually got really tired at one point and just skipped the dialogues im so sorry i failed you i just have ADHD NPCs arent for me

that being said they talk about a god and that hes like all knowing and will bestow them safety and prosperity or something and in reality PROSPECTIVE SPOILER WARNING is prospective the antonym of retrospective anyway thats actually a scientist (?) who is also the owner of the house who got like a lot of humans shrunk and its like omg im atoning for my sinssssss or whatever the end of the game

now the meat of the game........... the gameplay . guys the gameplay is so good oh my god moving around each room is so fun its like my trust in platformers came suddenly back and its thriving like i loved just fucking around and getting the collectibles and the tinykins and doing the quests its just such a chill game i love it a lot

theres no combat apparently so you literally scratch your balls during the whole game and its so fun

quests arent that interesting but i didnt mind theyre like ok go get object A to point B using in the meantime tinykins X Y Z the end and honestly its perfect for the kind of game this is

latest levels dragged a bit for me but i feel like each of them is characterised by so much stuff and constructed in a way that they never feel too overwhelming or too bare and because theyre literally rooms in a house but youre a tiny ass guy they just feel like uncharted lands brimming of treasures to discover and then its like a toilet brush

umh i think i finished the things to say OMG NO ACTUALLY THE ANIMATION IN HERE ???????? WHAT THE FUCK its just soososososos good really the intro the ending and the little animations where you encounter a new tinykin type are so good yknow its just an animation style so fluid and fresh UGHHH and it clearly carries over to the actual gameplay because every single character is animated in a sort of umh 2.5d fashion ? kinda ? i dont know what im saying

music is fine its nice idk its clearly composed to be background music while you slide on silk threads sooooo yeah

nice game single handedly killed and buried the pikmin series forever

also why do so many bugs want to get married whats happening in here

red tinykins my beloved

bugs are right milo does have weird as fuck hair and also why is he called like the atlantis guy and also looks like him

Não sou o cara das platinas, mas Tinykin é tão gostoso que eu platinei naturalmente. Sou apaixonado por Collectathon e Plataforma 3D, e esse é um dos melhores do gênero!

Eu só queria explorar cada milímetro dos mapas e me encantar com os cenários (dignos do jogo dos meus sonhos quando criança).

Não existe nenhuma crítica a se fazer sobre o jogo. Além da gameplay divertida e level design muito bem feito e planejado, ele tem um visual muito bonito e trilha sonora ótima pro estilo de jogo.

Tinykin is just Pikmin with all the stress removed, and I honestly love it for that.

This may sound blasphemous, but Tinykin is literally everything I always wanted Pikmin to be. I've played and enjoyed every Pikmin game but I always end up bouncing off before finishing the campaign. The stress of desperately trying to find the resources you're looking for while solving puzzles and fending off predators, all within a time limit, is not a chill experience. I always wished Pikmin was more about the joy of simply exploring with your Pikmin - and that is Tinykin's entire premise.

Tinykin is a charming game about exploring environments, platforming, solving puzzles, and finding secrets all with the aid of your adorable little Pikmin Tinykin. It's an incredibly low-stakes game - if you miss your jump platforming and fall to your death, you'll pop back into existence in the spot you jumped from. Really the biggest risk you'll face in Tinykin is missing a couple collectibles while you explore, resulting in you needing to comb the entire level again trying to find the one or two things you missed. An unlockable in-game tool to help you track down your missing collectibles would be a welcome addition. Even though the extra collectibles are entirely optional, I’m a completionist so I spent 1-2 additional hours trying to find an extremely small handful of pickups I had missed. Thankfully, cruising around on your soap bar, grinding, and gliding around the level is so much fun, I didn't usually mind that extra time. I was just happy to be spending more time exploring the brilliantly-designed world with my cute little buddies.

Yeah, the stakes are low which might not work for some people and the game isn’t that deep or complex, but every once in a while, I love a good, chill game that's just simply fun. Tinykin is an absolute joy and I recommend it to anyone looking for a delightful game to relax with.

+ Chill, low-stakes gameplay
+ Wonderful level design that encourages exploration
+ Fun puzzle-solving and platforming
+ Excellent traversal
+ Relaxing soundtrack and cute sound effects

- Desperately needs a better way to find missing collectibles
- No level-select makes going back to past levels a bit of a pain
- Story is nonsense

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.

A good ol' fashioned 3D platformer collectathon. Tinykin carves it's own initials in the genre in that it is forgiving, easy and playful. There aren't lives or combat. What seems like a puzzle on the surface, isn't something that stops your momentum to try and figure it out. And the world, characters, sound effects and in game objectives give it that lighthearted texture.

I was completely fine with the game having a flatline of difficulty, because it was just so fun to romp around in these environments. I love the small character in a big world setting. Between the glider, soap slide and line riding, movement is slicky and responsive.

Just a completely joyous experience from start to finish, big recommendation from me.

What I expected: Indie Pikmin. I mean Games Pass has already given me that before (Hi Wild at Heart). What I got? An incredibly colourful, charming and engaging collect-a-thon platformer that made me feel like I was back on my PlayStation hoovering up every item to find in sight.

This honestly was an absolute joy to play from start to finish and before I knew it, I had been playing for about 7 hours and was watching the credits scrolling. Everything about this is so fun, from the scaling of household items and rooms turned into levels to cramming them full of collectables, tricky jumping parts and bouncy music.

Sure the ending was a bit on the sudden side and part of me wishes there was a little more but I dont care. I had a blast and im left feeling very happy and content. I still have a few more bits and pieces to find so... I better get to it!

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.

É por isso que eu amo videogames

Uma gratíssima surpresa descobrir Tinykin no gamepass e poder desfrutar, de forma descontraída e descompromissada, por mais de 12 horas, a gigantesca exploração através de cenários cheios de vida, divertidos, extremamente criativos e, por fim, que nunca dão a sensação de cansaço.

A exploração nesse jogo é tão sensacional que você só quer descobrir cada cantinho e como as coisas foram criadas para trazer o sentido de realidade para aquela situação. Afinal de contas, somos um ser humano minúsculo que desbrava uma casa rodeada por insetos que dominaram e fizeram ali cidades e templos.

O que são as ÓTIMAS referências a praticamente tudo nesse game? A forma como referenciaram Star Wars, Titanic (temos um Jack e uma Rose e é muito engraçado), Bob Esponja, Homem aranha, artistas musicais, esportes (principalmente formula 1), e até a aplicativos que consumimos diariamente, foi simplesmente muito interessante essa ótica.

Zoam com política, terraplanismo, relações trabalhistas e por aí vai. Você provavelmente não vai passar mais de 10 minutos sem notar uma referência.

Sobre o final, eu esperava muita coisa, menos o que de fato aconteceu. Toda aquela sociedade de insetos a forma e em prol do que eles vivem foi MUITO maneiro de experenciar, mas tiro o chapéu para cada tipo de civilização entre os insetos e a forma como eles vivem e suas próprias histórias, me diverti e ri bastante com muita coisa.

Jogar Tinykin me fez sentir nostalgia e a saudade de quando eu era criança, onde jogar videogame não tinha compromisso e nem preocupação, apenas diversão. Me fez lembrar das sensações de descoberta e de passar de fase em jogos como Donkey Kong, além de ter uma estética que me remeteu muito a Toy Story, fato esse que me lembrou como eu era fissurado em assistir o filme e que sempre que eu ia na locadora alugava Toy Story.

De um anos pra cá, o final de ano se tornou um momento um pouco chatinho na minha vida e descobrir Tinykin nesse período me fez distrair, me divertiu e me encantou demais. Finalizei a história e quase consegui pegar tudo com apenas uma run. Agora, vou em busca das coisas que ficaram escondidas, com certeza mais diversão me espera.

Por fim, estou extremamente ansioso pela continuação pois ficou claro com esse final totalmente em aberto.


Tinykin is a charming experience with a great art style and nice threat-less gameplay that kept me engaged the entire way through. I loved the bustling levels, filled with things to discover around every corner and the way each level introduces new Tinykin and ways to use them.

The story is somewhat odd and meaningless until right at the end of the game but it was fun talking to all of the bugs.

I have played some of the races and I've got to say, they are extremely difficult and I hadn't experienced any issues with the games controls until I tried them, the precision you need to hit some of the grinds and corners with is ridiculous - maybe it's just a skill issue, regardless I don't think I'll ever complete them.

All in all, thoroughly enjoyed this game, looking forward to a sequel or something!

Nice, short, dense game. Movement is simple but very fluid, and overall the controls are great for getting into a flow. The writing is good, and then the ending makes it all great. Just make sure to read some lore entries to not get completely sidewinded by the ending. Also notable is that it doesn't waste your time. All the characters dotted around have a couple lines of dialogue or a quest, but you don't have to talk to a single one to finish the game. Play how you want.

Jogado no Xbox Game Pass. Tinykin é quando a soma criatividade, carinho e muita qualidade técnica se torna muito maior que as suas já incríveis partes. Não só ele consegue ser um filho estranho de Banjo-Kazooie, Pikmin e Chibi-Robo, mas também consegue introduzir suas próprias mecânicas e ideias de forma maravilhosa.

O foco gigante em exploração, os mundos incríveis (tanto em tema, quanto em level design), o conceito de melhorar o deslocamento horizontal ao invés de vertical com o tempo, as diferentes formas de usar os tinykin... Tudo nesse jogo é feito sem demora, jogando na sua cara novas ideias e executando elas muito bem.

Demora o quanto tempo tem que demorar e aproveita esse tempo o melhor possível. Tinykin é, facilmente, um dos melhores jogos de 2022 e um dos melhores jogos de plataforma 3D em décadas.

this game was great! was fun to run around in, looks amazing, and is filled to the brim with charm. i was surprised how fun moving was, for something so simple and easy you never really expect fun movement but the bubble and especially the soap are really fun! that being said it is a very simple and easy 3d platformer, so if you're looking for challenge in any regard this doesn't have it. no consequences to any mistakes aside from wasting a bit of time, not that it's an inherent negative it should just be said. i didn't have a problem with it but i can't say some interesting (even if optional) challenges wouldn't have bumped this up some points.

the story and soundtrack were kinda nothing to me, i skipped most dialogue i just wasn't interested. the soundtrack was fine but never stood out as like "hell yea this song rocks!" or anything. the cutscenes were really well animated and were fun to watch though!

my gripes with this game come from a completionist standpoint, there's achievements to collect every tinykin in all levels and get every bit of pollen in every level. the concept isn't a problem, but the levels can be pretty big and there's zero radar whatsoever. some sort of spyro esque sparks system to point me towards the last few things i was missing would have been a game changer for sure. i also had a bug that said i was missing 1 tinykin in the first level so i ran around for like genuinely 40 minutes trying to find it, only to realize that leaving and reentering the level i wasn't missing one at all and the counter was off. that was a weird bug but a radar of sorts would have really helped me out in this situation especially! it's just kinda frustrating not knowing where 1 piece of pollen you missed is and searching endlessly for it. also, it's a smaller thing but i would have liked the ending sequence to be a bit more interesting. you just kinda go to the attic and find a dude to finish the game, it would have been great if they did some big final level utilizing all of the tinykin and their abilities to reach him instead of just walking up and ending the game. felt a bit anti climactic for sure.

this game is super great and worth a download if you have gamepass! $25 could be seen as a little steep considering it took me 7 hours to 100% it, but i think it's fun enough that i wouldn't have felt ripped off paying that.