Ultimately any game, from empire-building strategy games to first-person shooters, needs to work on two fundamental levels. Firstly, it needs to have a simple foundational gameplay loop that keeps you coming back. It needs to be easy to understand and satisfying, and flexible enough to build a whole game around. Shooting enemies, farming resources, jumping from platforms – the basic tenants of gaming. Secondly, it needs to have a variety of mechanics to mix this loop up just enough to keep things interesting. It never changes the core premise, but it shifts levels, weaponry, bosses around to keep that single, repeatable action fresh. I open this review of Grindstone with this sweeping over-generalization for a very simple reason. This puzzle game, now available on Nintendo Switch after launching on Apple Arcade in 2019, is the perfect example of how these two layers can work in tandem to create something simultaneously simple and devilishly complicated.
Let’s start with that foundational loop. In Grindstone you play as Jorj, making his way up the mountain one puzzle at a time. To clear these boards Jorj must destroy creeps in a wonderfully cartoony (but surprisingly gory) fashion. The catch is to send these monsters off to meet their maker, he can only attack creeps of the same color in a row. He must find chains of the same type of critter until he has killed enough to open the door and proceed up the mountain. Destroying 10 creeps in a row unlocks the titular grindstones which fall on the map and can be used to switch colors mid-way through a sequence. With enough grindstones you can start pulling off chains of murdering 30 or 40 of those damned dirty demons, unlocking greater rewards (and more grindstones). Finding that initial chain of 10 is really the key to every level, and searching for 10+ chains is the center of any successful clear.
This critter-chaining-grindstone-creating foundation is the heart of every level, but that second layer of playing with the formula is what really makes Grindstone the wonderfully more-ish puzzler it is. Each level has a basic aim to be cleared (often destroying a set number of enemies), but there are bonus objectives as well. Unlock a chest by killing the key-holding critter and then building up enough chains to open it. Grab a crown by lining up an enemy of a specific color before hitting a cowering king-creep. Travel to an alternate “mystic” dimension to unlock huge grindstone rewards. All of these optional objectives offer the bounty of extra resources, but also run the risk of you being killed and having to start the level over (and losing any grindstones, monster guts, or other goodies you have gained in the process). It’s a constant weighing up of quitting while you’re ahead or risking it all for that final treasure chest.
As you progress levels expand further beyond this basic three-objective formation. New enemies require extra hits, or have special attacks that need avoiding. Bosses can jettison the basic premise of killing creeps to proceed, and instead need something different – such as firing a bomb into a gate or creating a chain long enough to destroy a hugely powerful creature. Moving platforms can thwart advanced planning, and traps or ranged enemies mean you are always on your toes. The variety is nearly endless and keeps things pleasingly fresh. There are over 200 different puzzles to tackle, each somehow both requiring a unique approach while maintaining that satisfying creature-chaining center. In addition there are the excellently named “Daily Grind” challenges – two different challenges which change daily and have global online leader boards. Even within the main game itself, there are side roads and extra puzzles to tackle. If you are stuck on the main road, there is often an offshoot for optional training and extra resources.
You’ll want these extra resources too, as luckily Jorj isn’t empty-handed in his mission up the mountain. Grindstones not only chain attacks together but are also collected after each bout and can be used (along with other, erm, entrails of the deceased monsters) to buy new tools. These are hugely diverse, from swords with special multi-square attacks to arrows and shields and even whole suits that provide extra protection or perks. Mixing your arsenal up really is the key to success, as some level layouts are made significantly easier with the right tools in your inventory. In addition, killing creatures of various types of unlocks recipes for special potions that can really turn the tide in more difficult fights.
The inn where all of these are collected and repaired is a hub of sorts, to return to after each puzzle to lick your wounds, and provides a sense of the world to the game. While the setting and characters are definitely secondary to the puzzles, the art style is charming and the various characters in the inn do provide respite from the constant monster smashing. This area, though small and simple, does elevate Grindstone from a simple series of puzzles to a more fully fleshed out game.
My only real issue is it can sometimes feel like the converted game-app that it is, with a very basic interface and unclear instructions. Things aren’t labeled clearly, and even simple acts like quitting aren’t straightforward (I nearly wiped my save data just trying to leave). This a small, and solitary, gripe with what is an excellent, deep, and very addictive puzzle game. The loop of 10-minute levels followed by upgrades urges that “one more puzzle” mentality, and while it can be played in short sessions it can also see the hours roll by. That addictive monster-chaining foundation remains satisfying throughout, and the new enemies and weapons really do make each puzzle feel just new enough to remain engaging. The sheer quantity of puzzles, with new ones daily, means this is something I’m sure I’ll return to regularly for a good while yet. If you’re looking for some distractions from the outside world, or have some unexpected free time in this garbage heap of a Christmas where so many of us will be spending the holiday away from loved ones, then you can’t go far wrong with Grindstone. Now if you’ll excuse me I have a spare 10 minutes and just fancy one more go….



