
Push colorful tiles into the grid creating fields of the same type to gain new tile types. Create different worlds such as jungle islands, wasteland volcano land or even a big city!
Modeled estimate, not a reported figure. How we estimate →
Media
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I like the concept of this game, but please reduce the difficulty of the portals, or have an option to turn off portals.
Love the art style, but gameplay, not so much. New tiles get put at top, which ruin the game flow. Portals make tiles hard to recognize and spread very fast. Progression is still rough. i would like to increase board size at first upgrade. getting new tiles pack while having a 3x3 board will only doom your gameplay. btw, my cursor isn't sync up to the game, making it hard to play. But i see potential so i am waiting for bug fix.
No save feature? No thanks! This is one of the worse Sokpop games. It looks promising, but ultimately it's not much fun.
[h1]A sokpop take on the tile-matching genre: a small, quite enjoyable game with enough content and the usual sokpop quirks (and flaws).[/h1] I start the review from the game loop, which is very simple as per sokpop tradition. Every game starts on a 3x3 board filled with tiles, plus a reserve (it can contain 20 tiles at max). Each turn, you must push a new tile into the board, at the start/end of any row/column (which also removes the tile at the opposite side of the board). If you create a square/rectangle-shaped group of tiles of the same type (the minimum group is a 2x2 square), the grouped tiles are removed from the board and: (1) grant a certain amount of points (different for each type); (2) partially replenish the bottom of the reserve. By gaining points, you level up and you're offered a few options: to add a new tile type to the board/reserve; to remove a tile type from the board/reserve; to enlarge the board (4x6 at max); to add 10 tiles to the reserve. The ultimate goal is to unlock/use a very specific tile (the [i]rocket[/i]) or simply get the highest score, and you lose if you run out of tiles. Does the game work? My (personal) answer is yes, the game has a very small scope but enough content to entertain. Actually, there's some depth to this one compared to other games from the same team: there are more than 30 tile types (some have their own rules), a few tech trees, some objects and power-ups, and even enemies to deal with. For this reason, you cannot play the game on autopilot and you won't probably last long if you don't plan your moves tactically. Some RNG is involved too but the balancing is good, considering the game isn't aimed at hardcore players of the genre: overall, I've rarely felt like I lost a game just because of bad luck. Anyway, even though the game isn't difficult once you get the hang of it, this (small amount of) complexity may catch off guard players looking for a very chill experience, not to mention that the absence of info on how to proceed makes it difficult to finish the game for some players. The game's tutorial is basic and provides no clues about tech trees, so it's totally up to the player to figure out how to unlock new tile types. There's little to say from an artistic point of view, especially if you are used to this team's games. The graphic style is quite basic, "doodle-esque" at times, but the tiles are sufficiently differentiated and thus generally recognizable (perhaps just a couple may be confusing). The result is that the board usually looks nice, especially when it's filled with many tile types and animals/enemies. The background music loop features very few tracks, they're ok for my taste but they won't take long to repeat. Again as per sokpop tradition, the game optimization leaves a little to be desired. For example, the windowed mode of the game doesn't allow manually resizing the window itself, it just automatically sets the window to the minimum 640x480 resolution or to the full screen resolution: for the former, the game looks too small on a high-resolution screen; for the latter, the game view is stretched while the game UI internally keeps the proper proportions, making quite frustrating to interact with the game (in short, all buttons must be pressed in a different position from where they are on screen). I managed to properly play the game by using an additional program to manually force the window size, but I would not call such a thing "user-friendly" (to put it mildly). In addition, it seems that Steam achievements and in-game challenges are a little buggy, especially the in-game challenges sometimes don't unlock even if their requirement is fulfilled. Anyway, I point out that I still managed to complete the game without too many issues, so I wouldn't be worried about it. All in all, Tile Tale is the epitome of sokpop philosophy: a small game providing little but enjoyable content, with some compromises in terms of QoL and optimization. Personally, I had a lot of fun playing it, so much so that I extended my playthrough by unlocking all tile types (not required to complete the game). If you like this genre of game or if you are simply a sokpop fan, I recommend it... with only one reservation: at the time of this review, it is not possible to save the current game, therefore it is not suitable for eat-and-go sessions.
It's a nice relaxing game that you can easily get absorbed in for hours during a rainy day, just get a warm cup of chocolate and get comfortable to enjoy it at its best
Tiletale is a your classic get tiles, place them loop. Plenty of challenges and several achievements should keep you busy for several hours. The music is good, the game play is simple but addicting, and its pleasant to look it. It works flawlessly on deck, using he touch control which is an interesting mechanic for this game, but was not a choice made by the dev. Does Tiletale still have issues? Sure. These mostly are individualistic and you should feel empowered to mention them in the discord. This dev doesn't really check steam. Some of the bigger issues still remaining for me are the controls, where I believe it is too easy to accidentally place tiles, and the coloring of portals makes it too hard to see. I'll add, rough launch due to dev pushing an update to gameplay before going on vacation, but came back and set right to work fixing bugs. Sokpop are a 4 person group, some are better at this then others.
Tile Tale had a rough start but an update fixed a lot of the content issues, and a second update today (thank you tijmen!) has cleaned up a few remaining issues to make this another SokPop classic! I am a huge fan of minimalist puzzle games so adding SokPop's charm and discovery has set this up as one of my favorite releases to date. The BGM is actually fantastic after the update; before it was a short loop with a weird gargle sound effect but now there are a few distinct themes in a great looping track that I love listening to at work!
https://youtu.be/H-EkhMc3Xxo Another small game by Sokpop, this is a minimalist title matching game, Overall its a simple concept, match the titles, get more titles and continue on. Overall its a decent concept, just leaves a little bit lacking. I do enjoy most Sokpop games, and if your looking for matching tile game, I would check it out
[h1] Buggy, forgotten, bad. [/h1] The game is riddled with weird bugs. Other than that, the gameplay is simple: You push new tiles into a grid and try to match them in a rectangle shape, which removes the tiles and grants you points. With enough points, you level up, [h1] Level-ups [/h1] So the level-up mechanic is cool. You get to select from few options. One of them are new tiles. You don't upgrade tiles from grass into tall grass, instead you add new "tall grass" tile into the game. After that you can add a flower field, and so on. You can sometimes also remove cards, making it easier to match stuff. But removing grass tiles locks you from ever having the ability to be dropped tall grass or flower fields, as they are in grass tile's "tech tree". But the issue is, you have no idea what these tech trees look like. The entire game is guesswork. Is village unlocked from tent, from forest, from sand, or from mud? Maybe all four? Who knows? You won't. [h1] But the gameplay... [/h1] But after the level-ups, you continue simply matching tiles. That's it. There's no grand strategy, cool new gimmicks you need to manage. You just match tiles in a grid.
fun for a while stressing when the demons starts opening up portals and you gotta clear them out, nice mix and match up of fun and strategi as always with these cute little sockpuppet games
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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