Key art for Grapple Dog

Game review

Grapple Dog

6.5 / 10

Developer
Medallion Games
Publisher
Super Rare Originals
Released
10 February 2022
Platforms
Windows
Genre
Platformer, Action, Indie
Monetisation
One-time purchase, no DLC, no in-app purchases
Players
Single-player only

The short version

Grapple Dog sends its titular hero swinging, jumping and zipping across colourful GBA-inspired worlds using a central grappling mechanic, chasing collectibles and secrets across an overworld map. Developed by Medallion Games and published by Super Rare Originals, it released 10 February 2022 and sits at Very Positive, 85.9% across 609 English-language reviews. The opening worlds draw wide, genuine praise as a confident, well-crafted platformer that rewards building speed and flow. A large, consistent share of reviewers describe that confidence breaking down in the back half, where level design reportedly reverses course and starts punishing the exact momentum-based play the earlier worlds trained players to pursue — compounded by a specific, widely repeated complaint about music variety.

Biggest strengths

  • The core grappling mechanic feels genuinely satisfying at its best, with reviewers describing real flow states when levels are built to reward chaining swings and momentum
  • Pixel art and overall presentation draw wide, consistent praise as a genuine love letter to GBA-era mascot platformers, with real polish and visual charm throughout
  • Early worlds are widely credited with confident, well-considered level design that teaches and rewards the grapple mechanic clearly before ramping up complexity

Biggest weaknesses

  • A large, consistent share of reviewers describe the game's back-half level design as reversing its own established philosophy, punishing the momentum and flow-based play the earlier worlds specifically rewarded, which several call a fundamental design inconsistency rather than a natural difficulty increase
  • A specific, widely repeated complaint concerns music variety: each world uses a single looping track for every level within it, which multiple independent reviewers describe as wearing out its welcome well before that world's levels are finished
  • The grapple's targeting is described by several reviewers as stiff, restricted to a small number of fixed directions rather than free-aiming, which undercuts the fluid feel the mechanic promises in its best moments

Who it's for: Fans of GBA-era mascot platformers who enjoy grappling-hook momentum play and can accept a difficulty curve that shifts philosophy partway through; a poor fit for anyone who wants consistent design logic from start to finish.

Our recommendation: A genuinely charming, well-crafted platformer for its first half, worth approaching with patience once the difficulty and design philosophy shift in the back half — and worth playing with the music optionally muted for longer sessions.

6.5 / 10

Introduction

Grapple Dog sends its titular hero swinging across colourful, GBA-inspired worlds using a grappling hook as the central traversal and combat tool, chasing collectibles and secrets on an overworld map between levels. Developed by Medallion Games and published by Super Rare Originals, it released 10 February 2022 and sits at Very Positive, 85.9% across the 609 English-language reviews this review draws from. The opening stretch of this game earns real, specific praise across nearly the entire sample — what's worth reading closely is a consistent, detailed account of what changes partway through.

A confident, charming opening

Start with what draws the clearest agreement. Reviewers describe the early worlds as confident and well-designed, teaching the grapple mechanic clearly and building genuine flow states as players chain swings and jumps together — one reviewer called the game "a real love letter to GBA era mascot platformers," praising snappy controls, strong music and sound design, and bright, gorgeous pixel art in the same breath. Presentation earns wide, consistent acclaim throughout the sample, and several reviewers specifically credit the overworld map and secret-hunting structure with giving the game more substance than a straightforward level-select platformer would offer.

A back half that reverses its own logic

Here's the specific, consistent complaint worth centring this review on. A large share of reviewers, across both the negative sample and several otherwise-positive reviews, describe the game's later worlds as punishing the exact momentum-based play the earlier levels trained players to pursue. One detailed review put it precisely: level design "is always punishing you for trying to do everything in a single flow," a direct reversal of what made the opening worlds satisfying. Another reviewer described the pattern as a bait-and-switch: the game "lures you in with a fun swinging mechanic, good level design, and fun bosses" for the first couple of worlds, "then all the sudden" that same design "is reversed" and starts actively punishing speed. This isn't simply a difficulty increase reviewers are describing — it's a specific, structural complaint about the game changing what kind of play it rewards partway through, which several reviewers frame as a design inconsistency rather than a natural escalation.

The music complaint, stated over and over

A second, distinctly specific complaint recurs with unusual frequency across independent reviews: each world uses a single looping music track for every level within it, and multiple reviewers describe that repetition becoming genuinely exhausting well before a world's levels are complete. One reviewer's entire negative review consisted, almost, of this single point: "It's good music. It's not 5-stages-in-a-row good." Another reviewer, otherwise positive about the soundtrack's quality, warned that the music "can be a 'love it or hate it' kind of deal. But if you love it, you'd better REALLY love it because there's only one music track per world." That's an unusually narrow, specific complaint to recur this consistently, which suggests it's a genuine design oversight rather than a matter of individual taste.

Grapple feel and a late completion-rule change

A smaller, more technical complaint concerns the grapple mechanic's targeting itself: several reviewers describe it as stiff, restricted to a small number of fixed directions rather than free-aiming at any surface, which undercuts the fluid feel the mechanic delivers at its best. Separately, a specific complaint concerns 100% completion runs: at least one detailed reviewer reports the game changing its rules for collectible routes late in the campaign, retroactively complicating routes players had already planned around earlier, established logic.

Where players actually get to

Steam's achievement data shows a healthy opening engagement curve — top achievements sit at 68-72% — tapering through a real midgame before the hardest, completionist-tier unlocks drop to under 5%, consistent with a game whose early hours draw in the large majority of buyers while its harder late-game content, exactly where reviewers describe the design shift occurring, is cleared by a much smaller, more dedicated group.

Final Verdict

Grapple Dog opens as a genuinely confident, charming platformer that earns comparisons to the best of the GBA mascot-platformer era, with a grappling mechanic that feels great when the level design is built to showcase it. What holds it back from a stronger score is a consistent, detailed account from its own players that the back half changes what it's rewarding without warning, punishing the exact momentum-based play the opening worlds taught, compounded by a specific and widely-shared fatigue with its one-track-per-world music. If you go in prepared for that shift, and don't mind turning the music down for longer sessions, there's a genuinely well-crafted platformer here.

Pros and cons

Pros

  • The core grappling mechanic feels genuinely satisfying at its best, with reviewers describing real flow states when levels are built to reward chaining swings and momentum
  • Pixel art and overall presentation draw wide, consistent praise as a genuine love letter to GBA-era mascot platformers, with real polish and visual charm throughout
  • Early worlds are widely credited with confident, well-considered level design that teaches and rewards the grapple mechanic clearly before ramping up complexity
  • A substantial amount of content for the price, including an overworld map, secrets and optional collectibles that extend playtime for completionists

Cons

  • A large, consistent share of reviewers describe the game's back-half level design as reversing its own established philosophy, punishing the momentum and flow-based play the earlier worlds specifically rewarded, which several call a fundamental design inconsistency rather than a natural difficulty increase
  • A specific, widely repeated complaint concerns music variety: each world uses a single looping track for every level within it, which multiple independent reviewers describe as wearing out its welcome well before that world's levels are finished
  • The grapple's targeting is described by several reviewers as stiff, restricted to a small number of fixed directions rather than free-aiming, which undercuts the fluid feel the mechanic promises in its best moments
  • Some reviewers report a specific late-game rule change affecting 100% completion runs, arguing it retroactively undermines earlier collectible routes rather than simply raising the challenge

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6 / 10
  • Visuals 8 / 10
  • Sound 5 / 10
  • Progression 5 / 10
  • Value 6.5 / 10