![]() ![]() With this look and sound during the game, the player is led down a path to enjoy their time in the game, without really worrying about planning their next move. Other: This game also has a great soundtrack “from indie artists you may never or have heard of,” as the game says. When things fall, the game will add “Phoosh!” “Bamn!” in nice 3D text nearby. The look of the game lends to its weird premise, looking like a real-made web comic, with some great art and nice touches. Thus Tiny (protagonist) comes after Big (his brother) to get back his rightfully wanted(?) underpants. The protagonist was given by his grandfather (possibly deceased?) leftovers, or magical underpants, which were stolen by his brother. The game gets players invested with its humor about the situation and the simplicity of wanting something back. Aesthetics: the emotional responses evoked by the game dynamics. These dynamics are well introduced in the first few minutes of playing and are given many different scenarios to be used. The player can of course throw a rocket on the object, sending it in another direction (very difficult) or cut the object in two mid-trajectory, causing the object to miss the player. These sections have various things in the environment being thrown at the player, with the intent of cold murder. Many of the core parts of maneuvering in the game revolve around this concept or manipulating objects around you to reach an end goal, outlined that the start of each level, and by “stupid rocks” (collectibles, also game’s words not mine) that lead the way. The basic rules of the game let the player cut a large pillar (in any angle), pull it down to the ground, and throw a rocket on the end, throwing the pillar across a canyon and landing with the other end of the opposite side of the canyon, creating a bridge. Buy it, enjoy it, and then look out for episode two.Dynamics: the run-time behavior of the game as a system and its players Neither of these things detract from the game's core pleasure of block-slicing enough to dock it too many points, especially as this is supposed to be an episodic affair. Challenge modes help to make it replayable, asking you to complete a level with a set number of cuts, but ultimately this is a dense, brief experience – not one that sprawls. Even after getting lost a bit, I completed Tiny & Big in about two hours – which is pretty short, even for a game that costs £7. ![]() The only other complaint is the game's length. ![]() It became a case of wandering around for a bit, then hurling myself off a cliff to see where I respawned. ![]() Nevertheless in a few cases I got stuck, and the only thing that reorientated me was the game's (mostly excellent) checkpointing. The maps are scattered with collectible 'boring rocks', which are supposed to provide a breadcrumb trail showing you roughly where to go. The downside to such open-world levels is the risk of getting lost. ![]()
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