Difficult, turn-based RPGs with a focus on positioning and line management have slowly become all the rage since the meteoric success of Red Hook Studio's Darkest Dungeon. Fast-paced combat mixed with a dash of town management and satisfying progression just so happened to tickle everyone's fancy. Tinyfolks takes that basic concept and asks and answers a simple question: “what if this came out on Gameboy?”
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Surely such a ludicrous idea would hold no weight in the grand scheme, yet here we are. Tinyfolks is very much inspired by games that came before but comes with a gorgeous retro art style and score that hits you right in the nostalgia. Not only that, but the game is a blast to play and makes just enough changes to stand out from the crowd mechanically. It ain’t easy though.
Combat is where you are going to spend a lot of time in Tinyfolk. The “dungeons” you explore may be small, but they are 100 percent action, 100 percent of the time. Combat is turn-based, with each side getting to attack with one of their marching order-specific characters/units. The positioning of your character has no bearing on who they can attack, however, the attack they use does impact who they can target.
For example, a basic attack from most classes can only hit the front row of the enemy formation, whereas a special attack could hit anyone on any row, everyone in a formation, or simply a few guys in a specific place. It sounds more complicated than it actually is, and the game does a great job in highlighting what attacks attack where thanks to a small chart at the bottom of the screen.
Tinyfolk is much shorter than your standard game in this genre. Instead of lasting tens of hours, a
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