Compara los precios de Tyler en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por ILLUSIONETWORK. Publicado por IndieGala. Lanzado el 14/1/2016. Disponible en PC. Géneros: Action, Casual, Indie.

A grid-based puzzle-arcade hybrid that quietly earns your respect across 80-plus levels, with local co-op and a level editor few players seem to know exist.

I have a soft spot for the kind of small, slightly awkward game that nobody reviews and everybody skips. Tyler is exactly that, and I think it deserves a closer look than its tiny player count suggests. At its core you are walking a character named Tyler across a colored grid, drawing connected flow paths between matching circles while obstacles spawn around you and try to break your concentration. Rocks, barrels, fire particles, ice blocks, bombs, and shooting cannons all appear as the worlds progress, and the puzzle shifts from pure logic to something closer to an action-puzzle scramble. It is not as passive as the screenshots imply. The structure is generous for the asking price. Eighty-plus puzzles spread across sixteen worlds give this more content than many comparable sub-five-dollar titles, and the grid grows as you advance, starting on compact 5x5 schemes and eventually expanding to 8x8 layouts in the Dark World, where a time limit replaces the otherwise unhurried pacing. That escalation is one of the cleverer design choices here: most levels let you breathe and think, but your performance in the main campaign directly determines how much time you get in those final stages, which is a quietly elegant way to make every earlier decision feel meaningful in retrospect. The gadget and weapon system adds texture that the genre usually lacks. A Timewarp that slows everything down, a Filler that completes a flow path in one action, a Detonator for clearing all bombs at once, plus more direct tools like a Machinegun, Flamethrower, Freezer Cannon, and Vacuum Cleaner. These are not cosmetic. Picking the right tool for the right obstacle type is a genuine micro-decision, and gadgets have recharge timers that prevent you from leaning on any single one as a crutch. Controller support is present and, based on community feedback, recommended over keyboard and mouse for the physical movement across the grid. The multiplayer angle is genuinely underrated for a game this small. A built-in Grid Editor lets you create custom puzzles, and those can be taken into either 1vs1 competitive or 2vs2 cooperative play with friends locally. Whether any of those modes see real use depends entirely on whether you have people to drag onto the couch with you. Online population is basically zero at this point, so treat it as a local-only offering. The tutorial also drew some early criticism for not explaining the camera and control scheme clearly enough, and a few players reported graphical glitches tied to SSAO and bloom settings that required manual adjustment in the options. Nothing game-breaking, but worth knowing before you get confused in the opening minutes. For the kind of player who likes a flow-connection puzzle but finds pure logic games a little sterile, Tyler injects just enough action-arcade chaos to keep it interesting without losing the satisfaction of a well-solved grid. It is rough around the edges in a way that feels like a small team working at the limits of their tools rather than laziness, and there is something to appreciate in that honesty. The Dark World in particular shows that ILLUSIONETWORK understood what they were building well enough to put a real challenge at the end of it. Kai, Scout Team

Tyler

Tyler

14 ene 2016ILLUSIONETWORKIndieGala
GamerScout opina

A grid-based puzzle-arcade hybrid that quietly earns your respect across 80-plus levels, with local co-op and a level editor few players seem to know exist.

PC
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.24

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I have a soft spot for the kind of small, slightly awkward game that nobody reviews and everybody skips. Tyler is exactly that, and I think it deserves a closer look than its tiny player count suggests. At its core you are walking a character named Tyler across a colored grid, drawing connected flow paths between matching circles while obstacles spawn around you and try to break your concentration. Rocks, barrels, fire particles, ice blocks, bombs, and shooting cannons all appear as the worlds progress, and the puzzle shifts from pure logic to something closer to an action-puzzle scramble. It is not as passive as the screenshots imply. The structure is generous for the asking price. Eighty-plus puzzles spread across sixteen worlds give this more content than many comparable sub-five-dollar titles, and the grid grows as you advance, starting on compact 5x5 schemes and eventually expanding to 8x8 layouts in the Dark World, where a time limit replaces the otherwise unhurried pacing. That escalation is one of the cleverer design choices here: most levels let you breathe and think, but your performance in the main campaign directly determines how much time you get in those final stages, which is a quietly elegant way to make every earlier decision feel meaningful in retrospect. The gadget and weapon system adds texture that the genre usually lacks. A Timewarp that slows everything down, a Filler that completes a flow path in one action, a Detonator for clearing all bombs at once, plus more direct tools like a Machinegun, Flamethrower, Freezer Cannon, and Vacuum Cleaner. These are not cosmetic. Picking the right tool for the right obstacle type is a genuine micro-decision, and gadgets have recharge timers that prevent you from leaning on any single one as a crutch. Controller support is present and, based on community feedback, recommended over keyboard and mouse for the physical movement across the grid. The multiplayer angle is genuinely underrated for a game this small. A built-in Grid Editor lets you create custom puzzles, and those can be taken into either 1vs1 competitive or 2vs2 cooperative play with friends locally. Whether any of those modes see real use depends entirely on whether you have people to drag onto the couch with you. Online population is basically zero at this point, so treat it as a local-only offering. The tutorial also drew some early criticism for not explaining the camera and control scheme clearly enough, and a few players reported graphical glitches tied to SSAO and bloom settings that required manual adjustment in the options. Nothing game-breaking, but worth knowing before you get confused in the opening minutes. For the kind of player who likes a flow-connection puzzle but finds pure logic games a little sterile, Tyler injects just enough action-arcade chaos to keep it interesting without losing the satisfaction of a well-solved grid. It is rough around the edges in a way that feels like a small team working at the limits of their tools rather than laziness, and there is something to appreciate in that honesty. The Dark World in particular shows that ILLUSIONETWORK understood what they were building well enough to put a real challenge at the end of it.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayercooplocal-coopachievementscontroller-supporttrading-cardstier:sub-5Flow PuzzleGrid-BasedObstacle AvoidanceGadget SystemLocal Multiplayer VersusLevel EditorAction PuzzleDark World

Requisitos del sistema

Mínimos

OS
Windows XP/Vista/7/8/10
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
300 MB available space
Graphics
7600 GT / HD 2600
Processor
1.5 GHz or faster

Recomendados

OS
Windows 7/8/10
Memory
2 GB RAM
DirectX
Version 11
Storage
350 MB available space
Graphics
GTX660 or higher
Processor
2.0 GHz or faster

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Información del juego

Desarrolladora
ILLUSIONETWORK
Distribuidora
IndieGala
Fecha de lanzamiento
14 ene 2016

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¿En qué plataformas está disponible Tyler?

Tyler está disponible en PC.

¿Cuándo se lanzó Tyler?

Tyler se lanzó el 14 de enero de 2016.

¿Quién desarrolló Tyler?

Tyler fue desarrollado por ILLUSIONETWORK y publicado por IndieGala.