Unleash the power of Mjöllnir in this 16-Bit retro inspired action platformer with beautiful pixel art by Henk Nieborg and a complete soundtrack by Chris Hülsbeck.
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Available: 2018


Recent updates View all (8)

March 23

Energy (Weekly Development Update)

Welcome to the weekly development update on Tiny Thor.

Charged Hammer: Energy
This week we found the final piece to the puzzle of Thor’s new toy. As shown in previous updates Tiny Thor has two different hammer attacks. A simple, fast one for enemies close by, that lets the hammer fly like a boomerang and the charged attack, that requires the player to hold the fire button down to aim into any direction. On release Tiny will throw the hammer and it will bounce off of enemies and walls.

While this is a very intriguing mechanic it also invalidates enemies in certain level passages as the player can just kill them from around the corner without putting himself in the line of danger.

To address this problem we redesigned some enemies to counter Thors new-found powers (like the guard in the previous week). While this alleviates the issue, we needed something that solves it and we found just that in an energy mechanic.

The charged hammer now drains energy while flying and automatically returns to the player when the pool is emptied. The player now has to manage this resource.

The energy of the hammer refills when it hits enemies or destroyable blocks. This is true for both attack types, so if the player is out of energy, he can just fight a few enemies to refill the bar. Or if he plans his charged shots carefully he can hit enemies multiple times and the hammer refills itself even while flying.

This results in a very nice game flow because the player has to constantly switch between clever trick shots and intense close combats.

Here is an example how it can be used, to destroy dozens of enemies at once while the hammer is refueling itself:

Here is another example, but the distance between the hits is getting too far, so finally the hammer ran out of energy:

When out of energy, the player can attack the enemies with regular attacks to refill it:

Another benefit of this resource is that we can now tie other systems to it. Previously red gems were just rare score objects (three in each level, often hidden behind secrets or tough platforming). Now each one of them will add an extra point to the energy pool of the hammer. Now exploration will be rewarded mechanically, enabling the player to do more awesome shots.

Steffen (one of our two Game- and Level-Designers) requested a feature that he can rotate the mushrooms (basically jump pads) freely in all eight directions. He created lots of cool passages with the new set, like this one for example:

...and Secrets
He also reworked / improved the level design of the first world to go along with the new charged hammer and level elements (and will continue with this the coming week):

He also ensured that there are always small hints of some sort for the numerous secrets we have in the game. So if you watch carefully the player should be able to identify them.

Here are some small branches looking through the rocks. Following them will guide Tiny Thor to a red gem.

It’s raining snakes! Tiny probably should have a closer look, after he defeated them:

Besides small bug fixes we did speed up the games respawn sequence so hard passages feel less frustrating and get you right into the action again.

As Chris and Fabian are working like crazy on the Music, I've also implemented a small Debug Audio Menu where we can switch between the different Music Tracks / Ideas and feel them in game. We really love the first drafts Chris composed for Tiny Thor and can't wait to share them with you :)

If you're intrigued by the game, please put it on your steam wishlist:



Jochen / www.asylumsquare.com
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March 16


This week was about improving the combat / enemy design as they had no chance against the newly introduced ability Tiny Thor now possesses, the Charged Hammer.

The Hive
The hive is a new enemy type that is constantly spawning small bees that are buzzing around and attacking the player if he comes closer. They are the only enemy type for now that can fly through walls - which makes them quite dangerous for the player, because his attacks cannot reach them until they close in.

They can swarm the player but Thor can destroy hordes of them with one single well aimed throw (which feels very satisfying).

The hive itself has multiple hitpoints and will replenish destroyed swarm bees. The player has to push through and eliminate the hive to overcome this encounter.

During the development we played around a lot with different values: Move rate, aggressiveness, spawn rate and spawn cap. It seems the engine is robust enough to handle … experimental numbers :P

The Guard
This enemy is carrying a shield in front of him. As he is always facing towards the player, Tiny Thor is not able to attack him directly, but rather has to employ trick shots and clever positioning to hit him in the back, where he is vulnerable.

The enemy also launches a shockwave every now and then that will follow the ground and forces the player to jump to dodge it. To do an aimed throw with the hammer the player has to stand still, so there’s only a small window to get the shot off.

The wave following the level geometry also counters Thors newfound ability to kill enemies safely from behind a corner with the charged throw.

We don't have a visual concept for this enemy yet - so if you have any ideas please let us know. Have a look how it works:

Our Snakes now have the ability to do a dash attack at the player when he is in reach:

Spikey Ball
The spikey ball is a nice variation of our rope (which is usually used by the player to swing around the levels): At the end of the rope we put a big spikeyball on it. You'd better avoid it if you don't want to die :-)

The spikey ball came to be by changing a platforming tool of little Thor into a threat by attaching the namesake to the end of our swinging ropes. This thing now flails around in our levels, forcing Thor to dodge it in more interesting ways than our other environmental threats (falling spikes, etc.).

Besides that we also worked on the design of the first levels again to introduce the new features and also establish a better game flow to get the player hooked sooner into the game.

As always, if you have any feedback / suggestion feel free to let me know in
the comments sections or the forums.

If you're intrigued by the game, please put it on your wishlist:



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About This Game

Tiny Thor – Become a Hero

Slip into the role of the legendary Thunder God Thor. Destroy enemies with your hammer, collect coins and jewels, solve switch puzzles and explore big worlds. Destroy your surroundings with your hammer to battle your way to the exit or to bonus caves.

Tiny Thor is a classic Jump'n'Run that cleverly combines elements of action, puzzles and skill. The unique hammer-throwing action spellbinds players right from the start and acquires special superhuman abilities and upgrades as the game progresses.


  • 16-Bit pixel art by legendary Henk Nieborg
  • Soundtrack by Chris Hülsbeck
  • Throw the hammer to destroy enemies and surroundings
  • Epic boss fights
  • Collect jewels and coins
  • Solve tricky switch puzzles
  • Learn awesome special capabilities and weapon upgrades
  • Explore four big worlds divided into 40 stages
  • Lots of secrets to discover

System Requirements

Mac OS X
SteamOS + Linux
    • OS: XP / Vista / Win7 / Win8
    • Processor: 1GHz
    • Memory: 128 MB RAM
    • Storage: 40 MB available space
    • OS: 10.6.8
    • Processor: 1GHz
    • Memory: 128 MB RAM
    • Storage: 40 MB available space
    • OS: Ubuntu 14.04.2 LTS
    • Processor: 1GHz
    • Memory: 256 MB RAM
    • Storage: 40 MB available space
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