A first-person grappling-hook shooter. Tap where the hook should land, drag to fling the enemy it caught, and clear the level before anything closes to five units of you.
LevelLoop wrote this play brief. The playable file, artwork, and runtime are delivered by an external game service. LevelLoop keeps supporting rights records for the catalog on file.
ShelfAction
What the start screen shows
Click to start, Level 1, and two buttons
On 2026-10-04 in Chrome at 1280×800 the start screen sat over a cartoon city street and carried four readable elements: Level 1 at the top, a counter reading 0 beside a small green icon, a blue Item button with a paper-plane symbol below the character, a green Prop button with a magnet symbol, and the prompt Click to start with two hands pointing at the lower edge. Those two buttons are the only pre-run choices on screen.
Observed 2026-10-04 in Chrome at 1280×800: Level 1 and a coin counter at 0 sit over the street, with the blue Item and green Prop buttons between the prompt and the ground.
The sign reads Level, not Stage
The build labels progression with the word Level: the in-run label is Level plus the current index, and the failure panel uses the same number in caps. There is no level-select screen — pressing Click to start drops you straight into the street with your weapon already in view.
One throw is on a one-second budget. The script keeps a minimum of 1000 ms between shots and refuses the tap while that window is open, so a level is paced by how fast the hook can be re-thrown rather than by a magazine.
Tap to grab, drag to fling
One throw, then one flick
A tap casts the hook at the point you touched: the build ray-casts from the camera into the scene with a reach of 200 units and sends a wooden-box hook head to whatever it finds. The head travels at 50 units a second, so the flight time is the distance divided by 50 — a short throw lands almost at once, a long one takes noticeably longer.
The drag is the damage
If that ray lands on a character, the hook grabs it and the rope goes taut. From there the second input is the one that matters: dragging retracts the rope and applies an impulse to the caught enemy along your drag direction, sending it flying. An enemy thrown into another one takes it out too, which is where the bigger scores come from.
Kills are chained on a 500 ms window. Take an enemy down within half a second of the previous one and the counter climbs and shows as x2, x3 and upward; let the window lapse and it drops back to x1.
Not everything in the street is a target. The build marks the characters named Woman and Cop as non-enemies, so they never enter the enemy list the level is scored against. Only the remaining characters count.
Clearing and failing a level
The level ends when the street is empty
A level clears when the enemy list reaches zero. At that point the build disables firing and waits 1500 ms before ending the level, so the last kill still plays out on screen before the summary appears.
It ends the other way when an enemy closes on you. Once an enemy gets within 5 units of your position it plays its attack animation and the failure panel follows 2000 ms later, showing LEVEL n with Fail beneath it and offers of Revive, Restart and Skip. A thrown explosive that reaches its target fails the level on the same path.
Trial hooks arrive at level 3, and failing takes them back
The hook itself upgrades rather than being swapped: the build carries hook numbers 1, 2 and 3, and the higher tiers are advertised in its own wording as Try two combo ropes with Tap twice to launch twice, and Try the triple-strike rope with Click three times to launch three times. Unlocking is gated behind rewarded views, with progress printed as Watch ads to unlock 0/3. Coins sit in the same loop: the coin panel's rewarded button pays 300 coins.
The trial offer has a schedule. Hook trials cannot appear before level index 2 — the level the game labels Level 3 — and repeat no more often than every 3 levels; skin trials start one level later. A trial rope does not carry over either: whenever a level finishes, cleared or failed, the build rewrites the hook tier and re-applies the hook model.
Hook checks
Throwing, chaining and failing
Four things decide a first level: what you tap, when you drag, how tight you keep the chain, and what the failure panel offers.
How do I throw the hook?
Tap the point you want it to land on. The build ray-casts from the camera up to 200 units and the wooden hook head flies there at 50 units a second, then the rope goes taut on whatever it caught.
Why will the game not let me throw again straight away?
There is a 1000 ms floor between shots. Tapping inside that window is refused, so the pacing of a level is set by the one-second re-throw rather than by any ammo count.
How do I get the x2 and x3 counters?
Chain kills inside 500 ms. Take the next enemy down within half a second of the last one and the counter climbs and displays as x2, x3 and up; wait longer than that and it resets to x1.
How does a level end?
It clears when the enemy list is empty, after a 1500 ms pause so the last kill finishes; the characters named Woman and Cop never count as enemies. It fails when an enemy gets within 5 units of you, with the LEVEL n and Fail panel following 2000 ms later.