Tiny And Big: Grandpa's Leftovers

Tiny and Big: Grandpa's Leftovers. You are Tiny, a nerdy inventor, who tries to reclaim his most beloved possession - Grandpa's underpants!-90%. Download Tiny and Big: Grandpa;s Leftovers for free on PC this page will show you how to download and install the full version of Tiny and Big: Grandpa;s Leftovers on PC. About Tiny and Big: Grandpa;s Leftovers. Tiny & Big, a comic styled jump and slice platformer, gives you the unique ability to shape a whole world at your will!

Tiny And Big: Grandpa

Tiny and Big: Grandpa’s Leftovers is referred to by the developers as a “comic styled jump and slice platformer” and I think that sums up what this game is about pretty well. You play as Tiny, a character on a journey to find his Grandpa’s underpants. This journey takes you through many different desert landscapes and plays a bit like a puzzle game as you try to outsmart your arch enemy, Big, on your way through the desert. A beautiful game with an amazing soundtrack, yet plagued with some unfortunate bugs and a painfully short length. I found this game really interesting and felt invested in the gameplay, but a lack of character development and content made me feel almost as if this isn’t a complete game at all. I didn’t finish the journey, so I can’t speak for the quality of the story, but what I played felt tacked on and the gameplay is the real reason to consider trying this game out.

Tiny’s journey begins with a quick training mode helping to teach you the basics of the game. Each level puts you in to large open area and you are given three unique abilities that you must use to progress to the exit and move on to the next level. The first of these abilities is a grappling hook which allows you to hook on to loose pieces of the environment and pull them towards you. The rocket power does just the opposite and allows you to attach a rocket to items to propel them in a certain direction. The third ability is the most important and that is the cut ability. By holding down the mouse button (or your equivalent gamepad button), you begin to draw a line with the cursor. Items in the environment will light up as the line crosses them and releasing the button ends up cutting them into pieces. Cut a piece down small enough and you can then use the grappling hook or rocket power to break down the pieces. While the game has an idea of what it wants you to do, ultimately you are in control of the way you cut pieces in order to progress in the game. Maybe cut a large rock into a slope and walk up it. Strategically pull a small piece from the top of a rock to use it as a jump to get you on top. The possibilities allowed may seem endless, but really only certain pieces of the environment seem to properly cut so while you are given a lot of creative control, it may not be as much as you initially expect.

This is where level design becomes so important to the development of Tiny and Big. Each stage I made it through seemed to get more and more difficult and by the end of my time it was really starting to feel like a true puzzle game. Each level seems to be geared towards having multiple paths and secrets are hidden all over the world. Smart graphic design on the world make the environment pieces that you need to go to different paths subtly different. For example, in the first area it seemed like all the rocks and cliffs that the game wanted me to cut had some sort of jagged indentations on the side of them that were a slightly different color. It wasn’t in your face obvious, but it kept me from ever getting completely stuck. On the third level, I was met constantly with large chasms and figuring out ways to cross them became a challenge. The biggest obstacle in this game is that if you mess up it typically means you have to restart from the previous checkpoint as there is no way to undo your cuts or stop that necessary block from falling off the cliff into the abyss.

Where my frustration came from in this game was the physics engine. Obviously, a game of this design needs some sort of physics or there would be no way for the concept to work. The speed you pull items at with your grappling hook is relative to how many times they bounce on the ground so being careful quickly becomes second nature. It’s really bizarre pulling a giant piece of rock down and seeing it bounce across the landscape a bit. If a large piece of rubble is moving even the slightest and it touches you, consider yourself dead. There were multiple times I died from this exact fate and sometimes it felt a bit on the unfair side with extremely minor clipping leading me back to the previous checkpoint. While for the most part the physics work well, I had puzzles that failed for things completely out of my control and even blocks that went flying into the air due to minor clipping with the environment. At one point, I somehow managed to walk through a wall through a tiny opening I shouldn’t have been able to fit through and a return back through the same gap was impossible leaving me stuck on the outside of the map forever. There are a lot of bugs in this game and that’s why it at times feels like a tech demo to me. It is a fantastic concept, but it just doesn’t work perfectly all the time.

The small amount of levels in this game and what I read about other people’s experiences show that most players completed the game in just 2-3 hours. Luckily, the developer countered this a bit by including Steam leaderboard support and by having many different collectibles in each of the stages. Each level has a set number of “boring rocks” for you to find. While I was fully exploring stages, I still would always end up a few shy of the goal so I’m not sure if any of them unlock anything upon being collected, but it gives incentive to replay past stages. One thing I really liked about this collectibles system is that each stage had a few hidden cassette tapes which would add more music to the game’s playlist. I really like this concept a lot especially considering the soundtrack of this game is fantastic and showcases a variety of indie game artists and styles. This is one of those rare games where I would recommend picking up the soundtrack edition of the game for an extra $5 as I almost see more replayability in that than the game itself. The downside of this style of music unlockables is that in the early game I was constantly jumping back and forth between the same few tracks. I would enjoy this system more if the game initally had a handful of tracks, but this game just starts you with two to choose from. An extensive achievement list also helps to add value to the game by challenging you to finish stages in different and unconventional ways to complete the list.

Tiny and Big has a feel of a cel-shaded game. I’m not sure if this is actually the case, but I know for a fact that all the art and textures were done with a hand-drawn look. The work and detail really makes for a beautiful game. While all the areas take place in the desert, they still manage to feel varied and stages range everywhere from open worlds to narrow straight paths and vertical climbs. The shading used in the game creates an effective 3D look to everything in the game and sound effects also being depicted in comic book fonts on screen make the game feel like you are playing a graphic novel at times. I really like this look and I think it could even give AAA releases like Borderlands a run for their money with it’s stylized appearance.

Tiny and big: grandpaBig:

Tiny and Big is a mixed bag for me. The concept is really interesting and for the most part it works well. The art direction is spot on and I wouldn’t change a thing to it. My biggest issues are the lack of story depth and the length of the game itself. I do think for any indie fan this is a game worth trying as the gameplay is extremely unique. Would I pay $10 for it? Most likely not. What I really would like to see is the developer stretch out this engine into more of a full game experience. I can handle short games when I feel extremely invested in them emotionally, but this just isn’t one of those titles for me. I am going to do my best to finish this game because I feel I owe it that, but from the content I experienced it just feels a bit too shallow to be worth the full asking price. This is one of those Steam sale games for me. Get it at a worthy price, pick up the soundtrack, and enjoy it for what it is.

Tiny and big: grandpa

For the boring statistics part of this game, I played the first episode for 1 hour and 3 minutes. I made it through two and a half stages which appears to be about the halfway point of the game.

Developer: Black Pants Studio | Released: 2012 | Genre: Platform, Third Person

This really was a paradoxical game for me – one I both loved and hated, all at the same time.

The game had absolutely charming art and sound. The graphics reminded me of a cute amalgamation of Borderlands and Psychonauts, and the music cassettes that could be picked up turned on the suitable band music. Tiny and Big had their grunts while the dialog was presented in black bubbles.

In short, Tiny was chasing Big who had stolen grandpa’s magical underpants.

The basic rules of the game were pretty simple. Climb and explore using three tools – a laser to cut up stones, a rope to pull towards me, and a sticky rocket mine to throw and detonate. To help with the pulling, I could also push like Lara Croft, only even bigger things. Cutting up stones was by far the most novel and ingenious thing about the game. A marker line could be twisted and then triggered for laser action.

Corners could be cut for walking where jumping was inadequate, or big poles could be cut and then pulled for creating makeshift bridges. Fully fledged physics were part of the 3D engine, making it important to be careful about how things tumbled down. This part of the game was so much fun, and the pulling and pushing added the perfect extra touch. It made it easy to tweak and adjust for jumping.

Throwing rocket mines was less useful. Sometimes it could help shifting a wall or a pole, but to be honest, I think I could have completed the game without that tool.

I don’t think I have played a more vertigo-inducing game than this, or if I have, it’s sure to be in the top five along with the worst from the likes of e.g. Tomb Raider. The many vertical levels with thin walkways or tipped pillars often made me lift my shoulders.

This is the kind of game I’m not sure I would ever go VR for.

If only the game had been pure exploration, climbing and cutting my way to the end, I would have been a happy player. I might even have given the game 8 or maybe even 9 out of 10.

Tiny And Big: Grandpa's Leftovers Recipes

Unfortunately, that was not to be. Tiny’s brother Big (who was actually smaller) ran ahead and broke up the exploration with telekinetic action, throwing big boulders in my precise direction. This made for extremely stressful levels where I had to be on my toes, cut up his boulders in midair, and hurry to move closer. Often Big was standing on a floating stone that I could cut up, making him lose his balance. He then swooped towards a different floating stone to stand on – typically somewhere behind me.

Tiny And Big: Grandpa's Leftovers Lyrics

These levels made me die 20-30 times or more. Yes, really. Sometimes from being crushed under boulders, sometimes from falling down from the abundance of edges above hellish depths that I barely had time to be careful about while it was raining boulders from above.

The inevitable boss arena fight in the end was especially sadistic. I quickly found out how to cut up the five islands that Big jumped between, but this then made him throw three enormous walls that could shatter the arena island I was standing on. This part felt so impossible that I had to view a YouTube video about how to deal with it. An old gaming nut like me shouldn’t have to do that.

Developers, shame on you.

But in between these atrocious displays of pure gaming abuse, the game once again reminded me how awesome it could be when Big was not around. There was a part where Tiny dropped into a pyramid, into the dark insides where stone underpants had to be slid into placeholders to open doors. This is probably also the place where my vertigo was tickled the most. But again that was really good gameplay.

To redeem themselves, the developers ought to make a new game with only Tiny’s name on it. Just throw Tiny in a deep dungeon or temple with no enemies whatsoever, and watch how players will love it.

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