Key art for Pepper Grinder

Game review

Pepper Grinder

6 / 10

Developer
Ahr Ech, MP2 Games
Publisher
Devolver Digital
Released
28 March 2024
Platforms
Windows
Genre
2D action platformer
Monetisation
One-time purchase, no DLC or microtransactions
Players
Single-player only

The short version

Pepper Grinder builds an entire 2D platformer around a genuinely fresh drilling-traversal mechanic reminiscent of Ori and the Will of the Wisps' burrow sections, and this review's sample confirms the fluid movement and vibrant pixel art earn real, specific devotion. A remarkably consistent complaint, echoed by nearly every reviewer regardless of overall recommendation, argues the boss fights are unfair and poorly designed relative to the polish of the core platforming, and this review's own achievement-data check corroborates a steady, boss-by-boss decline in completion consistent with that frustration.

Biggest strengths

  • The core drilling mechanic earns consistent, specific praise as a genuinely fresh idea within the platformer genre, with reviewers repeatedly comparing it favorably to the burrowing sections of Ori and the Will of the Wisps and Drill Dozer
  • The pixel art, color palette, and level variety draw near-universal praise across this review's sample, with reviewers describing the presentation as vibrant and imaginative even when frustrated by other elements
  • The time-trial mode is specifically credited by multiple reviewers as genuine, substantial replay value distinct from the base campaign, appealing directly to speedrun-minded players even after the main story is finished

Biggest weaknesses

  • A remarkably consistent complaint, appearing across nearly this review's entire sample regardless of overall recommendation, describes the boss fights as poorly designed, with reviewers citing long invincibility windows, unclear attack telegraphs, and a near-total absence of i-frames for the player
  • This review's own achievement-data check corroborates a steady, boss-by-boss decline in completion directly: the first boss sits at 62.2%, falling to 44.1% for the second, 35.8% for the third, and just 27.9% for the fourth and final boss
  • Multiple reviewers argue the game frequently abandons its central drilling mechanic in favor of one-off gimmicks, such as a grapple hook, a mech section, or vehicle sequences, that several describe as feeling out of place and underdeveloped compared to the polished core mechanic

Who it's for: Platformer fans specifically drawn to fluid, momentum-based movement and time-trial replayability, who can tolerate a short campaign and genuinely frustrating boss encounters; not a fit for players who want consistent difficulty and design quality across an entire game.

Our recommendation: Recommended for platformer fans specifically drawn to its drilling mechanic and movement feel, with a clear warning that this review's sample and its own achievement-data check both confirm the boss fights are a real, unresolved weak point relative to the rest of the game.

6 / 10

Pepper Grinder builds an entire 2D platformer around a single, genuinely fresh idea: drilling through the earth like a dolphin swims through water. This review's sample confirms the resulting movement feel earns real, specific devotion, alongside a remarkably consistent complaint that nearly every reviewer raises regardless of their overall verdict.

A genuinely fresh mechanic, beautifully realized

Reviewers consistently reach for the same specific point of comparison. "My favorite level from Ori and the Will of the Wisps was the desert. Built around drilling through sand and leaping out at the right angle, it was nothing short of brilliant. I remember saying to myself, 'They could probably make a whole game around that idea!' Pepper Grinder is that game," one reviewer writes. Another frames the comparison even more directly: "It's like if you combined Donkey Kong Country's fluid level design with the drill mechanic from Drill Dozer. It's super fun. Like, EXTREMELY fun." The presentation draws equally strong, consistent praise, with even harshly critical reviewers conceding the point: "the art and the aesthetic of this game is pretty fantastic. The pixel art, the animation, the color palette, how diverse every level looks, it's all really impressive stuff."

A remarkably consistent complaint about bosses

Set against that praise, the single most repeated criticism in this review's entire sample, appearing regardless of overall recommendation, concerns the boss encounters specifically. "Bosses with long periods of invincibility, enemies without clear indications of their attacks," one reviewer writes, while another states the core problem plainly: "you basically have no i-frames." A reviewer who otherwise gave the game a positive review still frames the boss fights as its clear low point: "The boss fights are wildly unbalanced and ruin the flow." That consistency across an overwhelming share of this review's sample, positive and negative alike, suggests a genuine design shortfall rather than a difficulty preference some players simply don't share.

Achievement data confirms a steady decline

This review's own check of Steam's achievement data supports the reviewer-described pattern with concrete numbers. Boss-completion falls steadily across the campaign: 62.2% for the first boss, dropping to 44.1% for the second, 35.8% for the third, and just 27.9% for the fourth and final encounter. That steady, boss-by-boss decline — rather than a single sharp cliff — is consistent with reviewers describing each subsequent boss as a fresh source of frustration rather than one especially difficult outlier.

Gimmicks that stray from the core idea

A separate, also widely repeated complaint argues the game too often abandons its central mechanic for one-off gimmicks. "Now its a 2d shooter, now its a jumping between trucks, now you got a grapple hook with awkward controls, now you got a mech.... I'd much rather the focus more on the central mechanic," one reviewer writes. Another reviewer frames the same issue as a missed opportunity rather than an outright flaw: "it would have been more satisfying to encounter a variety of drill attachments that complemented the core gameplay, rather than adding a dozen okay-ish gimmicks."

A short campaign, and a specific progression bug

Most reviewers report finishing the roughly 20-level campaign across four worlds in two to four hours. One reviewer raises a specific, checkable technical complaint distinct from the design critiques above: "The player is able to permanently lock out a level for the save if they purchase shop items in the wrong order, meaning a fresh save may be required for 100%." That's a precise, reproducible claim worth flagging directly for completionist players.

Time trials as a genuine second life

Beyond the base campaign, several reviewers specifically credit the time-trial mode with extending the game's value well past its short main runtime. "It's short, but look at my playtime. If you like speedrunning you will get some decent time out of this game going for gold medals," one reviewer with over 3,300 minutes logged writes, a striking figure for a campaign most players finish in a few hours. Another reviewer frames the time trials as the mode where the drilling mechanic truly shines without the boss-fight frustrations pulling focus: "There also seems to be a significant amount of additional playtime for people interested in Time Trials, not my thing but I know that's a bonus for some players." This review's own achievement-data check tempers that enthusiasm somewhat, however: the time-attack achievements for each world sit at just 3.4 to 5.9% completion, suggesting that while the mode offers real depth for dedicated players, only a small fraction of the overall audience engages with it seriously enough to see it through.

What the patch record shows

Steam's own partner-events feed confirms a single numbered update followed the March 2024 launch, alongside the expected pre-launch demo and marketing posts. This review found no further patches specifically targeting the boss-fight balance complaints raised so consistently throughout its sample, suggesting the issue remains largely as reviewers described it at launch.

Final verdict

Pepper Grinder succeeds brilliantly at its central ambition: a genuinely fresh, fluid drilling mechanic wrapped in vibrant, well-realized presentation that this review's sample confirms real devotion to. But a remarkably consistent complaint about unfair, poorly designed boss fights, corroborated directly by a steady completion decline across the campaign, describes a real and apparently unaddressed weak point. Platformer fans specifically drawn to its core mechanic and movement feel should find real value here; players who want consistent quality and fairness across an entire campaign should temper expectations around its bosses.

Pros and cons

Pros

  • The core drilling mechanic earns consistent, specific praise as a genuinely fresh idea within the platformer genre, with reviewers repeatedly comparing it favorably to the burrowing sections of Ori and the Will of the Wisps and Drill Dozer
  • The pixel art, color palette, and level variety draw near-universal praise across this review's sample, with reviewers describing the presentation as vibrant and imaginative even when frustrated by other elements
  • The time-trial mode is specifically credited by multiple reviewers as genuine, substantial replay value distinct from the base campaign, appealing directly to speedrun-minded players even after the main story is finished
  • The soundtrack draws consistent, specific praise throughout this review's sample, with multiple reviewers independently singling it out as a highlight regardless of their overall verdict
  • Several reviewers who were otherwise frustrated by parts of the game still recommend it specifically for the strength and originality of its core movement mechanic, treating the game's other flaws as a real but separate concern

Cons

  • A remarkably consistent complaint, appearing across nearly this review's entire sample regardless of overall recommendation, describes the boss fights as poorly designed, with reviewers citing long invincibility windows, unclear attack telegraphs, and a near-total absence of i-frames for the player
  • This review's own achievement-data check corroborates a steady, boss-by-boss decline in completion directly: the first boss sits at 62.2%, falling to 44.1% for the second, 35.8% for the third, and just 27.9% for the fourth and final boss
  • Multiple reviewers argue the game frequently abandons its central drilling mechanic in favor of one-off gimmicks, such as a grapple hook, a mech section, or vehicle sequences, that several describe as feeling out of place and underdeveloped compared to the polished core mechanic
  • The campaign is widely described as short, with most reviewers reporting a completion time of two to four hours across only four worlds, and several noting the difficulty never meaningfully escalates across that runtime outside of the boss fights
  • One reviewer reports a specific, checkable progression bug: purchasing shop items in the wrong order can permanently lock a save out of full completion, requiring a fresh save file to achieve 100%

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 6.5 / 10
  • Visuals 8 / 10
  • Progression 5 / 10
  • Value 5.5 / 10
  • Originality 7.5 / 10
  • Replayability 5.5 / 10