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Platformer · Twelve caves with changing anchor positions

Hook Climber

Swing through twelve caves using reachable grappling anchors, reel the rope in or out, collect thirty-six pocket watches, and land safely at each exit.

The game's own interface may still be in English.

Overview

Hook Climber places a wide pit between a starting shelf and an exit ledge. Three ceiling anchors offer a route through each of twelve caves, and a pocket watch hangs beneath every anchor. You must collect all three before the exit accepts you. A grapple has a maximum reach, so clicking the farthest anchor from the starting point does nothing except display a range warning. Successful attachments preserve the character’s position and momentum. Gravity then pulls against the rope, producing a swing. When the rope becomes taut, it limits the character’s distance from the anchor and removes velocity that would stretch the rope further.

How to Play

Move with Left and Right, jump with J, and choose anchors with the mouse or the numbered buttons. Keyboard players can press 1, 2 or 3 for the matching anchor. Space attaches the nearest reachable anchor, or releases the current rope. While attached, Up reels in and Down reels out; the separate Jump button always releases and attempts a jump. Q drops the rope. On a phone, hold the movement and reel buttons and tap a numbered anchor with another finger. N advances after a clear, T retries this cave, P pauses and R restarts the complete journey.

Tips & Strategy

Walk toward the end of the first shelf and jump before requesting the first hook. This reduces the distance to the anchor without dropping too far into the pit. The watches are roughly ninety pixels beneath their anchors, so reeling toward that length gives a useful collection orbit. Steer against your current sideways motion to settle under a watch rather than circling past it indefinitely. Once collected, attach to the next anchor while it is within reach; changing anchors directly is safer than dropping first and hoping to reconnect. After the third watch, swing toward the exit shelf and release over the landing area. Releasing too early turns the remaining horizontal distance into an ordinary unsupported fall. Rope length and momentum are both visible in the scene, so practice one change at a time. Three falls end the attempt, while Retry restores this cave without discarding earlier clears.

Controls

Keyboard
Left/Right - move or steer swing; J - jumpClick anchors or 1/2/3 - hook; Space - nearest hook or releaseUp/Down - reel while attached; Q - releaseN - next; T - retry; P - pause; R - restart
Mouse
Use the labelled controls below the field and follow the in-game instructions.
Touch
Tap the labelled action buttons; hold movement or reel buttons where indicated.

Features

  • Twelve caves with changing anchor positions
  • Pendulum motion and taut-rope velocity constraints
  • Three required pocket watches in every cave
  • Reach-limited anchor transfers
  • Rope length control and manual release
  • Three lives and current-cave retry

Frequently asked questions

Why does clicking an anchor fail?

The chosen anchor must be within 240 pixels of the character. Move or jump closer; the grapple never teleports the character into range.

What opens a cave exit?

Collect all three pocket watches in that cave, then land at the illuminated exit on the far shelf. Attaching to an anchor alone does not collect its watch.