I’m so used to games being overwhelming monstrosities that demand dozens of hours of your time that anything that can be done in one sitting shocks me. I had exactly that feeling with “Pepper Grinder” from developer Ahr Ech, because this action-packed 2D platformer is definitely not a game that keeps you busy for a long time, which is not a bad thing.
Before I get into the more specific details, I’d like to point out that Pepper Grinder is “cheap” for a new game. It’s an indie debut that knows how long it lasts and that’s why it’ll only cost you around 14 dollars. It’s precisely that low price that draws my attention away from the greatness of this game, because if you’re a true completionist who wants to tick every possible box, you’ll probably be able to cross Pepper Grinder off your list in about five or 6 hours. Of course, there are other “cheap” games that offer many more hours of gameplay, but I think this price works because if it were lower, the game would seem like a bargain, and let’s face it, it’s not what one is looking for Developer is looking in a startup. But enough about size and price.
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Pepper Grinder is a fairly traditional platformer that adds some spice through a drilling mechanic that allows the protagonist (Pepper) to “swim across the land.” In some ways it’s similar to what Mario Drill or Trompotadro did in the plumbing games. It is a mechanic that is not easy to master, but offers much more depth while being easy to understand. This game isn’t complicated, it doesn’t try to test you with strange and unusual game systems, it’s all very simple, but it’s fast-paced, meaning you’ll need quick reflexes to get through the levels without having to appear again.
Additionally, these levels are mostly well-designed, with plenty of elements and stages to test your patience, as well as some secrets and poorly hidden corners to discover along the way. This isn’t a Mario platformer with secrets around every corner, many of which you’ll have to figure out to discover, but the hidden areas are usually clear and easy to spot, so collectible medals (like Wonder Seeds from Super Mario Bros. Wonder) are also easy to find. That doesn’t necessarily mean they’re easy to learn, as many are behind challenging platforming sections that will test your drilling skills. In my opinion, Pepper Grinder could have taken more risks in its level design to take the player off the beaten path and explore it intuitively, but I understand that it’s a bit on a knife edge in terms of difficulty and accessible fun.
To the collectible tokens we have to add many gems that can be acquired throughout the level and that can then be used as currency to buy stickers and even temporary health in the malls that exist throughout the game, and in addition The tokens purchased in cosmetics and even keys to unlock hidden levels can be used to spend.
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Going back to my previous comment about length, Pepper Grinder only consists of four worlds, each containing about five levels. The levels are unique and present unique challenges, and each world even contains a boss level where you must lower an enemy’s health bar while avoiding their special attack chains. They’re fun, but never very demanding and can usually be overcome in just a few minutes. Combat isn’t really of interest in this game, as most of the time you’ll be using your practice move to deal damage or evade enemies, and whenever combat is required it can seem a bit clunky with enemies that are difficult to judge, attack styles, and a very limited one Complexity on this front. The moments where special systems like a minigun or a mecha suit come into play work wonderfully to break up the routine, but also distract the game from what it does best: challenging platforming style by Super Meat Boy.
Pepper Grinder is, in many ways, a traditional platformer. The further you progress, the more familiar some elements become, and while that’s not necessarily a bad thing, the game probably won’t win any awards for originality beyond its drilling mechanics. Likewise, “Pepper Grinder” will win absolutely no awards for its narrative and story elements because that title essentially has no meaning. The idea is that Pepper arrives in a distant land after a shipwreck and soon after, some ugly creatures steal the loot from her chest, leading her on a revenge mission to reclaim what was hers. That’s it, and it’s communicated in the first few minutes after launch. After that, there’s basically no meaningful, compelling plot development, meaning Pepper Grinder doesn’t introduce or explain who the other character performing the exercise is, or who the game’s big boss is and why we should fear and defeat him.
As you can see, the art style features a vibrant and beautiful array of pixelated biomes, and the fact that there are time trial missions also means that you have something to come back and complete, but I can’t help but feel like this one Game It could have benefited from a few additional worlds to navigate and a greater emphasis on storytelling to help the player socialize more and immerse themselves in the world the developer has so lovingly created.
For these reasons, the pepper mill left me a little indifferent, like it was, you know, missing a little pepper. I don’t think the length is the biggest issue, but it’s certainly something that draws attention when the game lacks narrative, world building, and complex level design that invites the player to explore. It’s a shame that Pepper Grinder doesn’t quite come together, because it has brilliant elements: the platforming, the boss fights, the art direction and the world Ahr Ech has created are fantastic, but it still lacks something more to be good be be good. brilliant.