REVIEW
Written byDethyan
GRID/ took a little while to click with me. At first, the visual style felt strange, but once I understood the whole “debugging a broken system” idea, it started to fit. The soundtrack is good too, even if it gets repetitive after a few retries.
The game also got hard faster than I expected. By the second proper boss I was already having trouble, and for a while I thought part of the problem was the controls. I was using the analog stick and movement felt rough. Then I saw the dev’s tip about using the D-pad. That helped a lot. The movement instantly made more sense, and I realized the real problem was that grid movement just isn’t natural to me.
The three weapons also change the fights more than I expected. The Sword feels the most straightforward and responsive. I thought the Gunner would make things easier because of the range, but the reload adds a lot of pressure and makes positioning more important. The Hammer is slower and heavier, but its defensive tools give it a completely different rhythm. I like that none of them feels like a simple upgrade over the others.
One thing did confuse me during the third boss. It looks like it occupies several horizontal tiles, but with the Gunner I could only consistently hit the center. I wasted quite a bit of ammo before understanding what was happening. In a game built so heavily around positioning, I think the hit area could be communicated more clearly.
Once the movement clicked, though, GRID/ became much more enjoyable. I started seeing my mistakes instead of blaming the controls: bad tile, bad timing, greedy attack, terrible reload. That kind of difficulty works for me because most deaths still feel understandable.
GRID/ is tough, focused and very satisfying once you get into its rhythm. It didn’t win me over immediately, but by the time I understood how it wanted to be played, I was having a really good time.
— Dethyan / Noobsnoplay
