
Grab Lab is a crazy mix of puzzle and arcade game. Complete all unique levels - from simple to extremely advanced and demanding. Save the world - fix the gravity and rules of physics!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Portugal, Russian, Simplified Chinese
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[h1]Got it on sale for a steep discount and I'm OK with it, though it's an odd mix. Not sure about full price.[/h1] There are 105 levels (15 each in 7 worlds). Took me ~2.5h to beat them all, and slightly less to get all the Steam Achievements. Level designs are all sensible and the game is well-built (no serious bugs), but as a whole the game felt a little unbalanced. Only 2 of the first ~70 levels really felt like a challenge. Difficulty only ramped up in the last ~30 levels. On each level, the puzzle is to use your grappling hook to zip around the screen and avoid obstacles while collecting all the "potions" -- and on some levels, an optional "bolt." You need a few bolts to unlock the next world. You can needlessly spend potions to "continue" a level, or to craft new skins. (None of the skins influences gameplay.) Since the game makes it easy to "continue" and spend potions, it took me an extra 45m of gameplay to collect extra potions to unlock all 35 skins. (Nothing happens when you unlock all the skins.) A lot of the challenge on some puzzles/levels comes from trying to collect bolts, even though most of them are useless, except you need to be holding 50 at one time to get one Achievement. [h1]**It is worth noting**[/h1] that the "arcade" elements of the game are a little weird. You cannot actually control the walking movement of your character: the level begins and you start walking along at a constant pace, never stopping. Your only input during gameplay is when to fire the grappling hook, which always fires "up" over your head, regardless of which direction you're facing relative to the board. In the trailer, all the walking you see is automatic. The "arcadey" aspects of gameplay (and the main challenge on later levels) arise because you'll often need to grapple [b][u][i]rapidly[/i][/u][/b] to avoid upcoming obstacles that your character would otherwise automatically run into like a dope. "Arcade" here means: "timing is critical." There is no in-game narrative whatsoever: the Steam Store Page description is the only place that delivers any story. Graphic design is sleek and cute. The soundtrack is short loops that re-start with every level, varying only between worlds. If the game were longer, this might get repetitive, but it was fine. The track in the trailer is the one with the most character. [url=https://steamcommunity.com/profiles/76561198014473461/screenshot/764978039797218721]Settings are minimal[/url] but adequate. (You can toggle sound on/off, no sliders). Outside of core gameplay, there are some really basic, really irritating, "quality of life" issues. The game boasts "Full Controller Support," and I played on an XBOX 360 controller. During gameplay you're just tapping one button to fire the grappling hook, so the full controller is irrelevant, but that one button works well. When it comes to the menus, it's bit of a ♥♥♥♥ show. The main game menu is difficult to navigate, since options are scattered around the screen and pressing up/down/left/right on the D-pad doesn't always get you where you want to go. But that ain't all. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=1914743364]While playing a level[/url] (see bottom-right), pressing "B" pauses. (♥♥♥♥ knows why it isn't the [i]start[/i] button that pauses, but OK.) [url=https://steamcommunity.com/profiles/76561198014473461/screenshot/764978039797490563]Once you've paused[/url], "A" restarts the level, "Y" goes to the level-select map, and "B" returns to game. By contrast, if you die and go to [url=https://steamcommunity.com/profiles/76561198014473461/screenshot/764978039797490669]the "Game Over" screen[/url], all button-mappings have changed for no reason. "Y" restarts the level, "B" goes to the map, and "A" is useless. It seemed like I was constantly doing what I didn't intend. Frustrating. Pick a function for a button and stick with it. Frustration aside, core gameplay was alright. [quote]For more puzzle game reviews, news & everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] & check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
《抓取實驗室》這是款非常富有挑戰性的“休閒”遊戲,遊戲中玩家需要把握好準確的時機去按下空格鍵。遊戲採用的是自動行走的模式,當玩家按下空格鍵的時候,就會到達相應的地方。不要看著玩法簡單哦,實際內容卻非常富有挑戰性。每一個關卡設計的都很有意思,也有著不少進入之後就無法出來的死胡同。玩家需要看好地圖,想好所要進行的路線,同時也要避免自己的英雄被陷阱消滅。 遊戲除了玩法簡約之外,還有著非常多可以合成的英雄。沒錯,你可以使用的英雄不僅僅是一個兩個,而是數十個造型各異的英雄。每一個英雄在抓取的時候,都會展現出不同的特效。而合成英雄則需要玩家使用在每一個關卡獲得的氣泡來解鎖。如果想到達下一個大關卡,除了要抓取獲得氣泡之外,還需要獲得各個關卡所給與的齒輪,當齒輪到達一定數量,才會解鎖新的關卡。 遊戲中每一個大的關卡都有一個這個大關卡的主題,而每一個大關卡的第一關,就是讓玩家去嘗試新的陷阱或者機關(尤其是50關之後的電梯,好難)。每10關就要進行一次變革,而遊戲也隨著嘗試過的玩法變的越來越難。在放鬆之餘,也鍛煉了玩家的大腦與反射能力,如果對這樣的遊戲感興趣,那麼這款遊戲非常值得入手去嘗試挑戰。 如果覺得我說的不錯,記得點個贊哦~ [quote]點擊加入[url=https://steamcommunity.com/groups/itgameap]趣遊鑒賞組[/url],一同探索遊戲的樂趣~ 歡迎關註[url=https://store.steampowered.com/curator/34803254/]趣遊鑒賞家[/url],查看更多趣味性評測。 讓我們用愛點亮遊戲之光,加入我們,共同感受更多趣味的遊戲吧![/quote]
Great little game which has been lost in the sea of steam games. I grabbed this game about a year ago on sale and forgot about it. Recently i went back through my library and thought this looks like a fun little game with a catchy title ill give it a play. Between things for about 2 days i have played 30min sessions before i 100%ed it. Game is short but sweet and not too complex with your only actual movement control a grab button. Your character walks on his own and your goal is to grab the collectibles in the level and dodge the hazards while stages become more dangerous and complex along the way. There is 105 levels to play and in each level there are potion bottles as the main collectible and some stages also have a secondary collectible, a cog to unlock which can be used to skip other stages if you wish. There is also a bunch of heroes to unlock some which can be found in levels and others fused in the lab to make unique heroes. All the heroes are just cosmetic but they have really nice artwork so its more of a bonus, i played mostly as the hamburger monster thing dunno why but he was my go to. Overall the game is a short little puzzle game and id recommend people picking it up on sale if its your kinda thing and dont mind a bit of a casual game to waste a few hours in.
Grab Lab, developed by Digital Melody and published by Forever Entertainment S.A., is a deceptively simple puzzle-platformer built around speed, momentum, and split-second decision-making. At first glance it appears lightweight—the kind of cheerful, physics-driven arcade game meant for quick sessions—but it quickly reveals a personality rooted in challenge and precision. The premise is comically absurd: a laboratory mishap disrupts the fabric of time, leaving you to collect scattered components and restore order by navigating increasingly dangerous environments. The narrative setup is intentionally thin, functioning more as a playful excuse for chaos than as a central focus. What matters is the action—movement, reaction, and adaptation—all delivered through a streamlined, almost minimalist approach. The defining characteristic of Grab Lab is its control scheme, which hinges on a single, simple input. Rather than offering free movement, the game restricts how you travel through a level, turning each screen into a micro-puzzle based on timing windows, trajectory, and environmental awareness. With one tap or click, the character attaches, swings, launches, or bounces depending on the nearby structures and hazards. That restraint allows the designers to build puzzles around rhythm rather than exploration, creating levels that feel more like pinball tables designed for human reflexes. Early stages introduce the mechanics gently, but before long the game layers sawblades, collapsible platforms, ricochet points, moving hazards, and tight angular passages, demanding increasingly precise execution. Level design is the real star, constantly reinventing itself through new arrangements and interactions rather than new mechanics. The variety of challenges keeps progression fresh and encourages experimentation—sometimes success comes from perfect timing, while other times improvisation and instinct are more important. Each attempt is short, meaning failure rarely feels punishing, and restart times are fast enough to fuel the familiar “just one more try” cycle. Collectibles placed along difficult routes give completionists optional goals, turning otherwise straightforward levels into demanding skill tests. The game rewards both survival and mastery, allowing players to engage at the difficulty level they find satisfying. Visually, Grab Lab embraces a playful, cartoonish aesthetic. Characters, hazards, and environments are presented with bold outlines, bright colors, and clear silhouettes that make instant readability possible even during fast-paced attempts. The animations are snappy, exaggerated, and deliberately humorous, reinforcing the game’s energetic tone. Environments don’t change dramatically in theme, but the clean art direction ensures focus stays on timing and spatial awareness rather than scenic distraction. Sound design supports the pacing rather than dominating it—short audio cues help emphasize success, failure, or imminent danger, contributing to the game’s rhythmic feel. Because the mechanics, levels, and presentation are all built around quick repetition, Grab Lab is best suited to short bursts of concentrated play rather than long sessions. For some players, that format will be ideal—something to dip into between larger games or during idle time. Others may find the experience too compact or limited in scope, especially if they prefer heavier narrative or broader systems. The difficulty curve also spikes noticeably in later levels, and while that escalation offers gratifying challenge to seasoned reflex-game fans, it may frustrate players who expected a more casual platformer. The simplicity of the control scheme can become a double-edged sword—every limitation becomes intentional challenge, but also reduces flexibility when multiple solutions might seem possible. Still, Grab Lab succeeds at what it sets out to do. It’s a tightly constructed, skill-based puzzle platformer with an identity grounded in momentum, repetition, and playful frustration. It doesn’t try to overwhelm players with features, lore, or elaborate progression systems. Instead, it offers a compact, polished experience built around one focused idea, and it refines that idea consistently across dozens of levels. When everything clicks—the timing, the hazard cycles, the trajectory—it delivers a rush reminiscent of arcade classics, where discipline and muscle memory gradually transform the impossible into the effortless. For players who enjoy precision platformers, physics-based puzzles, or short, replayable challenges, Grab Lab offers an enjoyable and reasonably priced experience. It may be brief, and it may not appeal to those seeking narrative or mechanical complexity, but its charm lies in its clarity. It knows exactly what kind of game it wants to be and never loses sight of that purpose. Those willing to embrace its fast failures and satisfying recoveries will likely find themselves unexpectedly hooked, smiling through each attempt, and returning for just one more jump, swing, or perfect landing. Rating: 7/10
Grab Lab is a mediocre 1-button game and I can't recommend it even if it is on a big sale. The game has a couple of decent puzzle levels but the majority of levels are way too easy or tedious. Despite the fact that the game uses only one button the controls don't feel good. In theory you could move back and forth without ever taking a step however you can't because half the time the game eats your input and the game also doesn't allow for buffered inputs. The next issue is that the game works on a grid base, so if you are in-between 2 blocks when you press the button the game rolls a dice and yanks you one way or the other. Once the game introduces larger levels the camera is often messed up and you can't see where you are going. The game zooms out at the start of the level but you have about 2 seconds to memorize the entire level which is a joke. So basically you have to die to learn the layout of the level until you memorize where to go so you can beat it. The UI is terrible, once you unlock your first character the game proudly shows you that you can assign a character to x and z and if you do that the game hard locks and you have to alt + f4 to restart it. However that isn't the only problem if you die in a level the game has a 6 seconds countdown that urges you to use a continue even if you didn't make any progress at all. The normal retry option which you would want to use almost always is hidden behind the 6 second wait or by pressing escape.
güzel 2d bulmaca platform zeka isteyen oyunlardan kontroller iyi ve eğlenceli buldum
玩了第一章,作为休闲小游戏肯定是没什么问题的,不过也就仅限于小游戏了,非常容易腻味,当然,这个也是看个人的。但我必须说一点,这个游戏似乎是那种手游移植?但是为什么要去移植那种莫名其妙的缺点啊?最典型让我很难受的地方就是那个重开了,过关获得材料,材料呢相当于是一种货币,不具有可重复获得性,更是解锁新角色的重要材料。但是!当你材料多于10个的时候如果寄了首先弹出来的不是重开,是复活!(少于10个不弹出,你是会“详略得当”的)而且复活按键很阴间,就是最常使用的空格(这游戏确定、交互全是空格),经常会比如马上要走到陷阱了,按了空格,但是实际上晚了一步,哎,这个空格就帮你复活,导致这个材料就很难攒,我不想玩的原因也是因为这个材料暂时消耗不了(莫名其妙角色就不能合成了,估计是后续再解锁新的再合成,但我觉得这实在是败笔),可是我万一寄了就会可能误触消耗掉,一次复活10个材料,我合成新角色也才10材料啊,复活也和重开没区别,我不明白这种在手游上骗钱的地方为什么要一起搬到电脑上来?最后再补一点,怎么加载一下读条那么久?下一关都能无缝衔接为什么点个回到地图要加载5~10秒?这游戏是小游戏欸,换角色都要回到主页面的,就莫名其妙的读条。 如果在手机上看见这个游戏,我会觉得是个精品小游戏,但电脑上……缺点致命。
Game has a good concept, but there are two big issues in my mind: input timing and handling of levels that can not fit entirely on screen. Regarding input timing, you will have many scenarios in-game where you want to grapple and then immediately grapple again (for example, to pick up a bolt/potion that is below you then immediately return back to where you were). However, there's no input buffering of any kind: you have to wait until you've landed and already started walking to start your next grapple. This becomes a big issue when you are grappling to a block with spikes directly in front and need to get back, as you have a split second to issue your input before dying. The other issue is large levels, as the game uses a forced zoom and camera placement to handle large levels, with no way to zoom out or examine the entire level (you only get to see it for a few seconds upon first loading the level). This makes half of the challenge in these levels figuring out the level layout, which is not a satisfying source of difficulty in a game where you're expected to know what the map looks like. Together, these issues make for a frustrating experience and a game I would not recommend to others.
It's a fine game that cost me a grand sum of 75 cents on sale. In my opinion Grab Lab is well worth 75 cents and the 361 megabytes of space it consumed on my hard drive. And it's fun to say Grab Lab. Try it with your friends. The core gameplay involves you pressing a single button which activates the grapple of your ever-walking hero. The goal is to use the grapple to move your hero onto surfaces, around which he or she always walks in a clockwise direction. Use the grapple to avoid obstacles and traps, and navigate each level in order to pick up strange chemical concoctions. In some levels there is a special bolt, which really looks like a nut, which you can collect. Enough of these allow you to progress to the next set of levels, and eventually unlock an achievement. Collecting the chemical potions will allow you to also perform some weird science to change the looks of your hero. If you fail on a level you can alternatively use 10 of those potions to continue without losing your progress, however I think you're best to save them for weird science. The puzzles are simple. Few are very challenging although many of them require good timing on your single button press. A few require diabolical timing. This is really the only challenge of the game, however the whole experience is relaxing. I recommend playing Grab Lab. And I recommend saying Grab Lab repeatedly. Just say it. Grab Lab. It sounds good. Grab Lab.
FUN AND CHALLENGING
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