
Speed Swing is a challenging level based grappling hook game, where the objective is to reach the end of each level as fast as possible.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I thoroughly enjoyed this little game, in the same way as I enjoyed surfing in CS:S. Similar vibe. The game revolves entirely around a very grounded grappling mechanic. You don't have any air strafing, you don't have any rope length manipulation. You just have a rope, a thing it's stuck to, and your existing momentum. It feels unintuitive, but rewarding to master. It wasn't until I was over halfway through the game that I really, truly grasped how the movement works. Until that point, I thought I had figured it out several times, but every time the next level would throw me for a loop by requiring me to think about the momentum from a different angle. It's a very direct, simple game. In a good way, in my opinion. It doesn't have any fluff, it just gives you a mechanic that you probably haven't dealt with in exactly this way before, and then gives you a series of tests so you can hone your skills with that mechanic. As for the criticisms: There's very little art/visual [i]design[/i], it's a utilitarian pile of assets which is often ugly. The music is also distracting and unpleasant most of the time. The game is short, and could probably do with either "themed" sets of levels which would have more coherent art styles and gameplay themes. I'm imagining something like a "cave" set of levels where you're dealing with lots of claustrophobic, mazey, quick gameplay, as opposed to another set of levels which might revolve around massive jumps and big open levels, etc. But for what it is (especially on sale for $2 as it was when I bought it), I enjoyed it!
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Probably should be free for the product you are getting. As other reviewers pointed out, it is a cool idea but poorly executed.
A short game - just a few hours from start to finish, with only 20 unique levels, but well worth a few dollars for the interesting gameplay. Fairly difficult as you go on, with the first 5 or 6 levels being relatively simple, and then ramping up in difficulty quite quickly from there. if you don't like getting frustrated, maybe give this one a miss, but mastering the game physics (or finding a cheesy solution to a troubling problem,) can be quite satisfying. not too much replayability unless you're into leaderboards, but there are a few competitive entries to pit yourself against if you are, (with the first few places seeming functionally impossible if you ask me.) all in all, I had a couple rage quits but enjoyed myself while playing, enjoyed watching other people suffer as I had suffered, and got an extra couple hours going back through the oevels to improve a bit on my times.
MaxLOL tough swing?
Speed Swing, developed by Jakob Delzer and published under the Indie label, is a tightly focused physics-based platformer that builds its entire identity around momentum, precision, and time optimization. Rather than relying on narrative hooks or expansive level design, it narrows its ambition to a single core mechanic: using a grappling hook to swing through obstacle-filled courses as quickly as possible. This stripped-down philosophy gives the game a clarity of purpose that is immediately apparent. From the moment you launch into the first level, the objective is simple—reach the goal fast—but the execution demands far more nuance than that premise suggests. The grappling hook is the centerpiece of the experience, and the game’s design revolves entirely around mastering its physics. Players must learn how to latch onto anchor points, manage swing arcs, release at the optimal moment, and preserve forward momentum while navigating platforms, hazards, and tight corridors. The movement system rewards rhythm and anticipation; a well-timed release can launch you across large gaps with satisfying fluidity, while a poorly judged swing can bring your run to a halt. Over time, the mechanics begin to feel almost musical, as players internalize the cadence of hook, swing, release, land, and repeat. That sense of flow is where Speed Swing shines most brightly. Each level is structured as a self-contained time trial, and progression comes not just from reaching the finish line but from improving your completion times. This design naturally encourages repetition. A first clear may feel clumsy and slow, but subsequent attempts reveal smoother paths, tighter angles, and small shortcuts embedded within the geometry. The game subtly invites experimentation, and discovering a more efficient route through a previously difficult section can be immensely satisfying. Because the levels are relatively compact, retrying never feels like a chore; instead, it becomes part of the core loop of incremental mastery. Visually, Speed Swing adopts a minimalist approach that prioritizes clarity over visual complexity. Platforms and anchor points are designed to be easily readable at high speeds, ensuring that the challenge comes from execution rather than confusion. The environments are clean and functional, avoiding unnecessary distractions that could interfere with the precision gameplay. The first-person perspective enhances the sensation of motion, amplifying both the exhilaration of successful swings and the disorientation of sudden miscalculations. When momentum builds correctly, there is a tangible rush that elevates the otherwise simple visual presentation. The difficulty curve is deliberate and uncompromising. Early levels serve as a tutorial in disguise, introducing players to the fundamentals of grappling physics without overwhelming them. However, as the stages progress, the margin for error narrows considerably. Tight sequences demand split-second decisions, and chaining multiple swings together without losing speed becomes increasingly critical. This escalating challenge is likely to resonate strongly with players who enjoy skill-based platformers and speedrunning-oriented games. At the same time, it may deter those seeking a more forgiving experience, as the game offers little in the way of assistive mechanics or gradual easing into complexity. One of the most compelling aspects of Speed Swing is how it transforms repetition into engagement rather than fatigue. Because the core mechanic is so tightly tuned, improving by even a fraction of a second feels meaningful. The act of shaving time off a run becomes addictive, and the feedback loop of practice and improvement mirrors the structure of competitive time-trial games. Whether competing against personal bests or comparing times with others, the emphasis on measurable performance creates an ongoing motivation to refine technique. That said, the game’s narrow focus means variety is limited. There are no alternate modes, expansive story arcs, or radically different mechanics introduced later in the experience. What you see early on is essentially what you will continue to refine throughout the game. For some players, this purity of design is a strength, as it keeps the experience cohesive and concentrated. For others, it may feel like the concept is stretched thin over the available content. The enjoyment largely depends on whether one finds intrinsic satisfaction in mechanical mastery. Ultimately, Speed Swing is a concise and disciplined exploration of momentum-based traversal. It does not attempt to reinvent the platforming genre or layer on extraneous features. Instead, it commits fully to a single idea and polishes it into a challenging and rewarding time-trial experience. For players who appreciate precise physics, fast retries, and the thrill of shaving seconds off a run, it offers a focused and engaging challenge. While its appeal may be specialized, within that niche it delivers a clean, demanding, and satisfying test of skill. Rating: 6/10
没中文 没成就 极速摆荡 《极速摆荡》是一款极具挑战性的关卡式抓钩游戏,目标是以最快速度到达每个关卡的终点。游戏共有 20 个关卡,难度逐级提升。独特的抓钩机制带来既困难又充满成就感的游戏体验。不断提升每个关卡的通关时间,尝试获得最快的总用时。
yes
Surprisingly worthwhile, would recommend at $5.
I really like the game, I think it's actually pretty smart, the first few levels actually teach you that you need to think differently to finish these levels, but I think there should be a tutorial for beginners to teach them how to understand the mechanics and how to approach these levels. but really good game overall.
a weaker man would've added air strafing, but this game is not for the weak
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