Posts Tagged ‘Grappling Hook’

Organism Grinder: Nowhere Is Evolving

By Adam Smith on February 28th, 2014.

Nowhere, as Jim noted, is conceptually staggering. It’s a life sim with a cast of procedurally generated abstract organisms, which grown to 800 metres in diameter. They can contain other creatures within their cavities and hollows. Indeed, they can contain entire societies. The latest alpha release contains the first iteration of the creature generation software, allowing players to explore three entities, which represent the same lifeform at different stages of its existence.

If all that sounds distractingly odd, let it also be known that you explore the gargantuan creatures by means of a grappling hook. Video below.

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I’m Hooked: Grapple Knight

By John Walker on December 13th, 2013.

GRAPPLING HOOKS! It’s pretty simple, every developer out there. If your game doesn’t include a grappling hook, then you are making a bad game. This isn’t complicated, and it’s about time everyone started taking some notice. Like Red Knight Games have with their forthcoming Grapple Knight. (Cheers, Indiegames.) Forthcoming, that is, if people will chuck them another $4k AUD or so. There’s a demo to incentivise such investiments.

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What It Says On The Tin: Grappling Hook

By John Walker on September 24th, 2009.

It's kind of impossible to capture the action of this game in a still image.

I’d not spotted Grappling Hook before, until I saw the demo appear. Now I’m wondering why we haven’t heard more about it. The creation of one-man dev team SpeedRunGames, more intimately known as Christian Teister, Grappling Hook is a first-person puzzler centred around a – wait for it – grappling hook. And as I might have made clear before, ALL games are improved by the addition of either double-jumps or grappling hooks. Grappling hooks doesn’t quite have a double-jump (there’s an extended jump instead) and as such falls short of angelic perfection. But despite this, after playing the demo I conclude it’s pretty damned fine.

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