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David King Made Some Games took the roll-and-write genre, threw dice out the window, and gave us cards instead. I sat down expecting another forgettable puzzle game and ended up actually finishing my islands. Twice.
Paul
January 23, 2026

6.8
Overall Score
"Tiny Islands is exactly what a free itch.io puzzle game should be—focused, polished, and respectful of my time."
Look, I've played enough itch.io puzzle games to know that 'digital roll-and-write' usually means someone spent a weekend learning JavaScript and called it a day. So when I opened Tiny Islands, I was ready for placeholder art, broken mechanics, and the crushing realization that I'd wasted another fifteen minutes of my life. Instead, I got a clean interface that actually explained what I was supposed to do. The mouse-over reminders for card features? Someone actually thought about user experience. I'm as shocked as you are. David King Made Some Games clearly spent more than a weekend on this, and it shows. The tutorial cards walk you through the basics without treating you like you've never seen a puzzle game before, which is refreshing considering most indie devs either explain nothing or explain everything three times. I made my first island, scored it, and immediately wanted to make another one better. That's when I knew I was in trouble.
Here's where Tiny Islands separates itself from the thousand other roll-and-writes cluttering the digital space—it uses cards instead of dice for randomization. You flip cards, see what terrain features are available, and decide where to place them on your grid to maximize points. Houses need to be near water but not too close together. Trees score more when clustered. Churches want to be central. It's the kind of spatial puzzle that makes my brain actually work, which I resent but also appreciate. The card system creates interesting decisions because you can see multiple options at once and have to prioritize what matters for your current island layout. Do I take that church now or gamble on better placement later? Do I cluster my trees or spread them for future flexibility? These aren't earth-shattering innovations—Cartographers did similar things better in 2019—but for a free browser game, the depth surprised me. I kept finding new scoring synergies and immediately wanting to test them on the next island.
The core gameplay is simple: flip cards, draw terrain features on your island grid, score points based on how well you arranged everything. I've played this loop in dozens of games, from Kingdomino to the actual roll-and-write genre this is based on. Tiny Islands doesn't reinvent it, but it executes it cleanly enough that I kept playing. Each island takes maybe five to ten minutes, which is the perfect length for a puzzle game—long enough to feel like I accomplished something, short enough that I can immediately start another one to fix my mistakes. The scoring system rewards planning ahead without being so opaque that I had no idea why I got 47 points instead of 52. I could see what worked and what didn't, adjust my strategy, and actually improve. That feedback loop is why I played this for an hour instead of five minutes. Well, that and stubbornness. Mostly stubbornness.
Tiny Islands looks like a digital board game should look—clean, readable, with enough visual personality that it doesn't feel like a spreadsheet. The card art is simple but charming, the grid is easy to parse, and the terrain icons are immediately recognizable. I never squinted at the screen wondering if that was a tree or a house, which sounds like a low bar until you've played indie puzzle games where the art actively fights against comprehension. There's no music. There's minimal sound design. And you know what? I'm fine with that. I played this while listening to a podcast, which is exactly how I play most puzzle games. If David King had added some generic royalty-free music loop, I would've muted it within thirty seconds anyway. The minimalist presentation serves the gameplay, doesn't distract from it, and keeps the file size small enough that it loads instantly in a browser. Sometimes the best aesthetic choice is knowing when to stay out of the way.
The #MyTinyIslands hashtag integration is smarter than it has any right to be. After finishing an island, I genuinely wanted to screenshot my score and compare it with other players, which is rare for me because I usually don't care about competing in single-player puzzle games. But something about the tangible island you've created and the specific score attached to it makes sharing feel natural rather than forced. The procedural generation keeps each playthrough fresh without making the game feel random or unfair. I lost islands because of poor planning, not because the cards screwed me over. That's the difference between good randomness and lazy randomness. The difficulty curve is well-tuned—my first island scored maybe 35 points, and after understanding the scoring better, I was hitting 50+. There's room to optimize and improve, which gives the game legs beyond the initial novelty.
Here's the thing: Tiny Islands is good at what it does, but what it does is fairly limited. After an hour, I'd seen most of what the game had to offer. There aren't different island types, special challenge modes, or unlockable content. It's the same core experience every time, which is fine for a free browser game but means I'll probably never play it again after writing this review. The lack of variety in terrain features means optimal strategies emerge quickly. By my fifth island, I knew exactly how to maximize points, and the challenge became execution rather than discovery. Some kind of advanced mode with additional rules or constraints would've extended the game's appeal significantly. The presentation, while functional, is also forgettable. Nothing about the visual design makes Tiny Islands stick in my memory the way truly distinctive puzzle games do. It's competent, but competent doesn't create lasting impressions.
Quality
7
Shockingly polished for what could've been a throwaway browser game—no crashes, clean interface, actually works as intended.
Innovation
6
Digital roll-and-writes aren't new, and card-based randomness isn't revolutionary, but the map-building twist shows someone was actually thinking.
Value
8
It's free on itch.io and kept me engaged longer than some $20 puzzle games I regret buying, so yeah, solid value.
Gameplay
7
The core loop of flipping cards and deciding where to draw kept me playing 'just one more island' way past my usual patience threshold.
Audio/Visual
6
Minimalist and functional—nothing offensive, nothing memorable, exactly what a puzzle game needs when I'm trying to concentrate.
Replayability
7
Procedural card draws mean every island is different, and I actually wanted to beat my previous score instead of immediately closing the tab.
What Didn't Annoy Me
Clean, intuitive interface that actually explains itself without hand-holding—rare for itch.io
Card-based randomization creates genuine decision points instead of pure luck
Free and immediately playable in browser, no install friction or price barrier
Perfect session length for 'just one more' gameplay loop
Scoring system transparent enough to learn from mistakes and improve
The #MyTinyIslands sharing feature made me actually want to compare scores
What Made Me Sigh
Limited content means you've seen everything within an hour
Optimal strategies become obvious after a few playthroughs
No variety in game modes, challenges, or island types to extend replayability
Forgettable presentation—functional but lacks distinctive personality
Missing any kind of progression system or unlockables to encourage return visits
Final Verdict
Tiny Islands is exactly what a free itch.io puzzle game should be—focused, polished, and respectful of my time. David King Made Some Games understood the assignment and delivered a digital roll-and-write that works without pretending to be more than it is. The card-based map building kept me engaged longer than most indie puzzlers, and the fact that I immediately wanted to beat my score instead of closing the tab says everything about how well the core loop functions. It's not going to revolutionize the genre or become your new obsession, but for a free browser game you can knock out during lunch, it's surprisingly competent. I'm giving it a 6.8, which in my scoring system means 'genuinely good for what it is.' Play it once or twice, share your islands, then move on. That's all it needs to be.
Tiny Islands (2019)
Tags
David King Made Some Games took the roll-and-write genre, threw dice out the window, and gave us cards instead. I sat down expecting another forgettable puzzle game and ended up actually finishing my islands. Twice.
Paul
January 23, 2026

6.8
Overall Score
"Tiny Islands is exactly what a free itch.io puzzle game should be—focused, polished, and respectful of my time."
Look, I've played enough itch.io puzzle games to know that 'digital roll-and-write' usually means someone spent a weekend learning JavaScript and called it a day. So when I opened Tiny Islands, I was ready for placeholder art, broken mechanics, and the crushing realization that I'd wasted another fifteen minutes of my life. Instead, I got a clean interface that actually explained what I was supposed to do. The mouse-over reminders for card features? Someone actually thought about user experience. I'm as shocked as you are. David King Made Some Games clearly spent more than a weekend on this, and it shows. The tutorial cards walk you through the basics without treating you like you've never seen a puzzle game before, which is refreshing considering most indie devs either explain nothing or explain everything three times. I made my first island, scored it, and immediately wanted to make another one better. That's when I knew I was in trouble.
Here's where Tiny Islands separates itself from the thousand other roll-and-writes cluttering the digital space—it uses cards instead of dice for randomization. You flip cards, see what terrain features are available, and decide where to place them on your grid to maximize points. Houses need to be near water but not too close together. Trees score more when clustered. Churches want to be central. It's the kind of spatial puzzle that makes my brain actually work, which I resent but also appreciate. The card system creates interesting decisions because you can see multiple options at once and have to prioritize what matters for your current island layout. Do I take that church now or gamble on better placement later? Do I cluster my trees or spread them for future flexibility? These aren't earth-shattering innovations—Cartographers did similar things better in 2019—but for a free browser game, the depth surprised me. I kept finding new scoring synergies and immediately wanting to test them on the next island.
The core gameplay is simple: flip cards, draw terrain features on your island grid, score points based on how well you arranged everything. I've played this loop in dozens of games, from Kingdomino to the actual roll-and-write genre this is based on. Tiny Islands doesn't reinvent it, but it executes it cleanly enough that I kept playing. Each island takes maybe five to ten minutes, which is the perfect length for a puzzle game—long enough to feel like I accomplished something, short enough that I can immediately start another one to fix my mistakes. The scoring system rewards planning ahead without being so opaque that I had no idea why I got 47 points instead of 52. I could see what worked and what didn't, adjust my strategy, and actually improve. That feedback loop is why I played this for an hour instead of five minutes. Well, that and stubbornness. Mostly stubbornness.
Tiny Islands looks like a digital board game should look—clean, readable, with enough visual personality that it doesn't feel like a spreadsheet. The card art is simple but charming, the grid is easy to parse, and the terrain icons are immediately recognizable. I never squinted at the screen wondering if that was a tree or a house, which sounds like a low bar until you've played indie puzzle games where the art actively fights against comprehension. There's no music. There's minimal sound design. And you know what? I'm fine with that. I played this while listening to a podcast, which is exactly how I play most puzzle games. If David King had added some generic royalty-free music loop, I would've muted it within thirty seconds anyway. The minimalist presentation serves the gameplay, doesn't distract from it, and keeps the file size small enough that it loads instantly in a browser. Sometimes the best aesthetic choice is knowing when to stay out of the way.
The #MyTinyIslands hashtag integration is smarter than it has any right to be. After finishing an island, I genuinely wanted to screenshot my score and compare it with other players, which is rare for me because I usually don't care about competing in single-player puzzle games. But something about the tangible island you've created and the specific score attached to it makes sharing feel natural rather than forced. The procedural generation keeps each playthrough fresh without making the game feel random or unfair. I lost islands because of poor planning, not because the cards screwed me over. That's the difference between good randomness and lazy randomness. The difficulty curve is well-tuned—my first island scored maybe 35 points, and after understanding the scoring better, I was hitting 50+. There's room to optimize and improve, which gives the game legs beyond the initial novelty.
Here's the thing: Tiny Islands is good at what it does, but what it does is fairly limited. After an hour, I'd seen most of what the game had to offer. There aren't different island types, special challenge modes, or unlockable content. It's the same core experience every time, which is fine for a free browser game but means I'll probably never play it again after writing this review. The lack of variety in terrain features means optimal strategies emerge quickly. By my fifth island, I knew exactly how to maximize points, and the challenge became execution rather than discovery. Some kind of advanced mode with additional rules or constraints would've extended the game's appeal significantly. The presentation, while functional, is also forgettable. Nothing about the visual design makes Tiny Islands stick in my memory the way truly distinctive puzzle games do. It's competent, but competent doesn't create lasting impressions.
Quality
7
Shockingly polished for what could've been a throwaway browser game—no crashes, clean interface, actually works as intended.
Innovation
6
Digital roll-and-writes aren't new, and card-based randomness isn't revolutionary, but the map-building twist shows someone was actually thinking.
Value
8
It's free on itch.io and kept me engaged longer than some $20 puzzle games I regret buying, so yeah, solid value.
Gameplay
7
The core loop of flipping cards and deciding where to draw kept me playing 'just one more island' way past my usual patience threshold.
Audio/Visual
6
Minimalist and functional—nothing offensive, nothing memorable, exactly what a puzzle game needs when I'm trying to concentrate.
Replayability
7
Procedural card draws mean every island is different, and I actually wanted to beat my previous score instead of immediately closing the tab.
What Didn't Annoy Me
Clean, intuitive interface that actually explains itself without hand-holding—rare for itch.io
Card-based randomization creates genuine decision points instead of pure luck
Free and immediately playable in browser, no install friction or price barrier
Perfect session length for 'just one more' gameplay loop
Scoring system transparent enough to learn from mistakes and improve
The #MyTinyIslands sharing feature made me actually want to compare scores
What Made Me Sigh
Limited content means you've seen everything within an hour
Optimal strategies become obvious after a few playthroughs
No variety in game modes, challenges, or island types to extend replayability
Forgettable presentation—functional but lacks distinctive personality
Missing any kind of progression system or unlockables to encourage return visits
Final Verdict
Tiny Islands is exactly what a free itch.io puzzle game should be—focused, polished, and respectful of my time. David King Made Some Games understood the assignment and delivered a digital roll-and-write that works without pretending to be more than it is. The card-based map building kept me engaged longer than most indie puzzlers, and the fact that I immediately wanted to beat my score instead of closing the tab says everything about how well the core loop functions. It's not going to revolutionize the genre or become your new obsession, but for a free browser game you can knock out during lunch, it's surprisingly competent. I'm giving it a 6.8, which in my scoring system means 'genuinely good for what it is.' Play it once or twice, share your islands, then move on. That's all it needs to be.
Tiny Islands (2019)
Tags