So I interpreted Tiny World literally and also conceptually. Literally because the game is only 128x128.
Conceptually because the game's mechanic emerged from the idea of someone who thinks he's in control of his world. And while that is true, he can only really rearrange the pieces he has... which may help temporarily, but not in the long run. The small size of the game also contributes to his view of reality.
Some extra controls: Left and Right arrows keys will also work R to reset, in case game bugs out. If you must... [ or ] to go back and forth through levels.
I like the way the mechanics and the message reinforce each other. And I always like puzzles that force you to reevaluate your understanding of a limited ruleset.
It kind of hurts to look at the game for too long (and I had a tendency to lose my mouse)! That said, it's interesting and the tininess enhances the gameplay.
It becomes a bit of a slog later on. The puzzles are satisfying to figure out, but then some force me to move a mountain of blocks after that 'aha', which gets tiring!
Very neat concept, but I agree that the clicking became a bit of a chore by the end, possibly aggravated by how small the game itself was to some extent :).
Well executed, unique game concept with a surprisingly intriguing story. Clapping! I am clapping.
Nice game! Played all the way through. Some of the middle levels were pretty frustrating (where you just had to drag blocks around), but you made up for it in the end with some more clever puzzles. Nice work here :-)
I loved your interpretation of the theme, but some levels where more a "now I HAVE to move ALL those blocks?!". I managed to fall off the world in some middle levels. Other than that, very nice!
Comments16
It becomes a bit of a slog later on. The puzzles are satisfying to figure out, but then some force me to move a mountain of blocks after that 'aha', which gets tiring!
Well executed, unique game concept with a surprisingly intriguing story. Clapping! I am clapping.