It's just you and a grapple gun, trapped in 22 levels of cuboid puzzlement. Reach a teleporter to escape each level, pick up the access codes along the way, avoid electrified panels. The trick is to use your grapple gun to hook onto the green areas dotted tactically around levels. Sometimes you'll be jumping into an apparent abyss, often there are switches, the platforms hardly ever stay still and precision timing is all. Which can be frustrating.
Indie sales from around the web for the week of July 11.
It's impressive to note that Grappling Hook is a one-man production. Teister has taken basic game elements and assets and turned them into an addictive platformer. The lack of a quick-save mechanic and the frustrating difficulty of the last half of the game had AVault wishing him ill-will, and there are too many no-escape situations in the mazes that can only be solved by a reload, but for the most part it's a fun diversion created by an undeniably talented young designer. And for the record, just like the cake in Portal, the hamster is not a lie.
Gaming Nexus writes: "Ever find yourself playing your favorite puzzle flash game on, well, the website where all your favorite flash games are, and, after around a half-hour or so of playing the game, you finish it and wish there was more to play? You hope and hope, and wait and wait for the sequel, and it never comes, and your wishes stay nothing more than just that? Well meet Grappling Hook which plays with that paradigm a bit.
Grappling Hook takes spirit of those arcade-style puzzle flash games and takes it to the next level. The games goes from flash-mini-game to full-fledged video game status. Allow me to further illustrate now to what makes this game so much different from everything else out there."