Misc. A Tiny Tale Review – One little step at a time

Reviewed July 15, 2025 on Nintendo Switch

Platforms:

PC, Nintendo Switch

Released:

July 22, 2025

Publisher:

Tinyware Games

Developer:

Tinyware Games

When it comes to being a tiny little guy in a big world, there is a decent list of games. You’ve got older titles like Pikmin, Chibi-Robo and Katamari Damacy. There are also newer titles like Tinykin, Grounded, and It Takes Two. Now we can add Misc. A Tiny Tale to the list, developed by the three-person team from Western Australia, Tinyware Games. In it, you play as Buddy, who, along with his best friend, Bag Boy, watches an explosion of rubbish and other accoutrements barrage from the sky. It’s up to Buddy, Bag Boy, and his cat, Flick, to clear rubbish and uncover what lies beyond. Does Misc. A Tiny Tale clean up nicely, or is it thrown out due to planned obsolescence?

Misc. A Tiny Tale starts off with a bang, well, not literally, but close to it. We learn that Bag Boy is a bit of an odd duckling in their quaint little village, as he wears a brown paper bag over his head. Because of this, Bag Boy wants to go on an adventure, and it’s as if someone has answered his prayers. With a bang in the sky, what goes up must come down. The pair watch as golden cogs and rubbish come crashing down. This is when Bag Boy and Buddy decide to go on their adventure, with the plan to head out the next day.

The next day comes, and Bag Boy gives Buddy the rundown. The golden cogs are collectables and what’s needed to progress, while we only need eight, there is a total of ten that you can collect. You’ll need to clean up the rubbish, which you can recycle the rubbish at the RECYC0TRONs found on each level. Each time Buddy recycles, he’ll receive money and ‘difference made’ points. These points aren’t worth anything; they’re just bragging rights. However, you can exchange the money for goods and services. Specifically, from vendors who sell items they’ve found.

To progress to the next level, we need to fix each gate with the cogs. The gates are often where we’ll find Bag Boy; thus, you’re free to explore. Whilst exploring, the level features signs that begin as tutorials, as they guide you or provide hints for what to do. Then, the signs weave themselves into the story as they’re signed ‘sign guy’. You’ll uncover the mystery of the sign guy throughout the game; it’s a great way to offer humour and world-building naturally.

The humour in A Tiny Tale stands out and works well, with some genuine laugh-out-loud moments. The game does feel like something you’d find on ABC Kids, as it oozes nostalgia without expressly playing into that. The nostalgia comes from shows like Bill and Ben (2001) and Little Robots (2003 – 2005); these are shows I watched as a kid, so there was a perpetual smile on my face. Even though it charms players with its cosy gameplay, it gets really dark in some places. And that’s not just from the visuals, but the themes, too.

Themes you’ll find are the emphasis on cleaning up after yourself, taking care of the environment and reusing items that still have value. Along with being brave, it’s okay to ask for help from others and, in return, offer help. It’s powerful storytelling, as they are things that humans should strive for. The upbeat tone of the game isn’t around for long, as it shifts from something you’d find on ABC Kids to something akin to a psychological drama film. In saying that, this tonal shift works, due to it mirroring the characters’ emotions and their motivations.

The feelings these robots have are quite familiar to humans, and thus, it’s something that not only humanises the robots, but it’s something that we can all relate to. Feelings such as being an outsider, depression, and obsessive thoughts. Admittedly, they’re said through allegories, but it works as you want to barrack for the little guys! Therefore, you give them emotions and motivations, something players can relate to; it’s why I could see myself in Buddy and Bag Boy. Because of this strong characterisation, there are moments in the game where I was crying.

Outside of the storytelling and characterisation, there are some notable references to Australia. In the desert-like level, there’s the famous green and yellow swing set, and Buddy’s bed is a charging brick for a phone with two-angled prongs attached. The title screen also acknowledges that A Tiny Tale was created on the traditional land of the Whadjuk Noongar people of the Noongar nation. Which, admittedly, is something I don’t see often when playing games created in Australia, but hopefully this is something more Aussie devs do in the future!

“There’s a lot of charm to it, especially since the inspiration is quite clear, and it’s such a joy to play in the space.”

The game’s visuals are good; of course, they’re not offering mind-blowing realism, but it’s cute and works better for the style that they’re going for. There’s a lot of charm to it, especially since the inspiration is quite clear, and it’s such a joy to play in the space. The background music is adorable in its own way, too. There’s even a quest where you help a band get back together and find their mojo. Once you do this, they put on a little concert, with lyrics and everything; while it’s on the nose, it’s fun to groove to.

Some cogs are harder than others to obtain, however. In the ice level, you’ll need to clear a race in 45 seconds, but I found myself constantly losing by a hair, despite numerous attempts. It felt like the race was too short or that sprinting was inefficient. Moments like this can be irritating for completionists; some fine-tuning could certainly help to ease the frustration.

The game does offer some accessibility options, but there isn’t a lot. This is understandable, as it’s an indie team, but hopefully, more accessibility options will come in the future. One area that could see this improvement is when it comes to cleaning, as it’s hard to see what’s rubbish and what’s just texture. There’s a faint blue pulse on rubbish, but it’s only noticeable once you get closer to it. But once you’re close enough, you already know how to clean it up. A suggestion for this would be to make the faint blue pulse obvious, so that people who need it can turn it on and others who don’t… don’t turn it on. There is a game mechanic called the Trash Radar, which you can find by talking to RECYC0TRON.

When you’re in an area with rubbish that isn’t collected, the Trash Radar will ping you. But, you’re warned that if you do get it, you won’t receive future ‘difference made’ points in the level. Adding onto that, RECYC0TRON will then guilt-trip you by saying that if you do ask for help, you’re cheating and will chastise you for needing the help. This feels like it’s going against the game’s ethos of feeling okay to ask for help, and it has this weird ‘holier-than-thou’ attitude. Due to some of the textures and where you find the rubbish, it’s hard to decipher what is and isn’t rubbish. Especially since A Tiny Tale doesn’t offer a map, it’s hard to comb a desert when you don’t know what you’re looking for.

7.5

Good

Positive:

  • Deep themes can get too real (in a good way)
  • Inspirations are worn on their sleeve
  • Australian references are neat
  • He's just a little guy!

Negative:

  • Better accessibility for visuals
  • Less chastising players for needing help

Misc. A Tiny Tale is a classic ‘we’re going on an adventure’ mixed with ‘little guy in a big world’ type of game, that’s downright adorable. With such personal storytelling, it’s easy to get attached to Buddy and his mate, Bag Boy. The overt themes of environmentalism and reusing items are something that a lot of us know about; these combine well with the more personal themes about obsessive thoughts or depression, which really get to the heart of the story. Some better visual accessibility when picking up rubbish would help, and it’s weird how characters chastise players who ask for help. But all in all, Misc. A Tiny Tale is an adorable romp that fans of Pikmin or Chibi-Robo will get a kick out of. It’ll be exciting to watch what Tinyware Games does next.