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Tinyoji: Find Your Cozy Corner in a Miniature World | Solo Journaling RPG

A cozy solo journaling RPG for gentle stories, mindful moments, and creative keepsakes; rules-light & relaxing. · By Sparuh

Keepsakes and Advancement - Initial Impressions from a First-Time Player

A topic by Maia (my-ee-uh) created 79 days ago Views: 212 Replies: 4
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Hey there Tinyoji Creators!

I just started playing my first game of Tinyoji and wanted to share my initial thoughts. I love the cozy, charming theme, and I found the core mechanics to be clear and relatively simple to pick up. The entire concept is very inviting for a new player.

My main feedback so far revolves around the system for gaining Keepsakes. They feel quite difficult to earn, and I'm still deciding how I feel about that. For example, in my very first moment, my character, Kiri, was cleaning muddy bootprints in her Level 1 Hollow. I had a success on the main challenge, then I also passed the Keepsake Threshold check. However, I was unable to earn a Keepsake because I failed the final d6 roll, where I needed a 1.

Since Keepsakes seem to be the primary way to upgrade landmarks and grow within the game, I'm a little concerned about the pacing. Looking at the rules, the chance to gain a Keepsake only increases by one face of the die for each Landmark Level. On a d6, that means the probability of earning a Keepsake goes from about 17% at Level 1 to 33% at Level 2. That still feels like a steep climb, which makes me curious about the intended feel for progression.

Of course, these are just my thoughts after one moment! I'm keen to play more to see how the experience unfolds as the seasons change and new opportunities arise though. 

Also below is some info on my character. Kiri the Shy Sparrow. She's an expert with her Nimble Wings and has these Keen Eyes that are always helpful. She's a Gifted Weaver and has a small Foraging Pouch she has wrapped around her. She's very shy though and Soft Spoken. 

Developer

Thank you so, so much for reaching out and sharing your thoughts on Tinyoji! It honestly makes our day to hear from players who are diving in.

And can I just say, Kiri the Shy Sparrow sounds absolutely adorable! When you described her, I got such a clear and wonderful picture in my head. A shy, Soft Spoken sparrow who is also an expert with her Nimble Wings and a Gifted Weaver? I love her already. I’m already imagining her quietly creating the most beautiful weavings from things she finds on her journeys, all tucked away in her little Foraging Pouch. Thank you for bringing her to life and sharing her with us!

And thank you so, so much for sharing your artwork with us. We immediately gathered around to look at it—you’ve captured her absolutely perfectly! The way you’ve drawn her big, expressive eyes gives her so much personality, and seeing the little foraging pouch tied around her, full of seeds, just melted our hearts. It’s exactly how we’d picture a tiny adventurer in the world of Tinyoji.

Now, onto your feedback about the Keepsakes – you’ve completely keyed into something we spent a lot of time chatting about during development! We were going back and forth on it. We totally get that feeling of “oh, so close!” when you pass the checks but miss the final roll.

Our thinking was that making those first Keepsakes a bit of a challenge would make them feel like a really special treasure when you finally earn one. We were also a little worried that if you could collect them too quickly, you might breeze through the seasons and the game would feel too short. We wanted to make sure there was a gentle, steady pace to the village’s growth.

It’s so interesting that you mentioned the difficulty, because we actually kicked around the idea of different “difficulty levels” that could tweak the Keepsake roll! In the end, we decided not to implement it because we were worried it might add a layer of complexity that took away from the simple, cozy feel of the game.

But now, thinking back on it and hearing your experience, it’s definitely something we’re reconsidering. This is where your feedback is incredibly helpful for us. As you continue to play, we would be really curious to know: does it continue to feel like a steep climb, or does it start to feel much easier later in the game? Knowing how the pacing feels over a whole year would be a huge help as we think about future updates.

Hey there, thanks for the reply! Unfortunately after playing through a few more Moments over the past week and ive decided that Tinyoji isn't for me, but I'm so appreciative of something like this being made available for everyone! 

I guess my biggest issue is that previous topic I mentioned. Overall I played through 5 Moments and only got a Keepsake on the 2nd one. The next 3 were all failures after succeeding everywhere else needed, and ultimately it wasn't a good feeling. 

I had a thought of adding in a homebrew rule where if by the 3rd Moment you play through and you still don't have a Keepsake, you automatically gain one. But I didn't wanna do what I usually do of adding in homebrew rules, making tweaks, etc for games anymore. 

I understand this being a cozy game and wanting to take our time throughout the village and the seasons, but with the way the mechanics are structured now, it seems like it would take a VERY long time to collect enough Keepsakes to make upgrades. 

But hey, it may just be me. I'm sure there are others who don't mind the Keepsakes mechanic and don't mind it all. Again, thanks for making cool projects for people to take part in! :)

Developer

Honestly, you’ve hit on the single biggest issue we found with the original version, and we’re so grateful you brought it up. That feeling of succeeding at a challenge but then failing the Keepsake Roll and getting nothing for your effort felt really punishing, and it’s the exact opposite of the “cozy” feeling we were aiming for. You’re not just imagining it; it was a core mechanical problem.

Your feedback is incredibly validating because it’s precisely why we created the v1.1 update. We completely overhauled that system, and it almost feels like you were reading our design notes!

Here’s what we changed, based on feedback just like yours:

The old Keepsake Roll is completely gone. There’s no “second roll” or second point of failure anymore. Your success and your reward are now determined by a single challenge roll.

Progress is now guaranteed on almost every outcome. We replaced the old system with a “Margin of Victory” table. Now, even a near-miss (Close Call) or a strange, mixed result (Plot Twist) rewards you with Memory Fragments.

These fragments build up to a full Keepsake. Collecting just three fragments gets you a full Keepsake. This is a bit like your homebrew rule, but built right into the core mechanic! It ensures that you’re always making progress towards the next upgrade, even when things don’t go perfectly.

You mentioned you’re tired of tweaking games, and we completely get that. That’s why we made these changes—to make the game feel rewarding and fair right out of the box.

If you ever feel a spark of curiosity, we’d be truly honored if you’d take a peek at the new v1.1 rules PDF. The progression system is a night-and-day difference, and we think it directly solves that “VERY long time to collect” feeling you mentioned.

No pressure at all, of course. We’re just so grateful for your sharp insights, which helped confirm we were heading in the right direction with the update. Thank you again for being part of the journey, even for a little while! :)

I'm not OP obviously, but seeing your dedication was inspirational. I'm about to buy the physical copy on amazon!