Main game
3.81 average rating based on 75 ratings
This becomes a five star game the moment you get to explode a sniveling king into blood while children cheer.

I don't want to belabor the point, but this is puzzle bliss. Makes you feel like a genius, oozes with style, gorgeous animation, chill tunes, and its core puzzle is so simple an illiterate child could understand it while being deep enough to keep aficionados like me tapping my pterion like Winnie the gahtdang Pooh.

The best mobile game I've ever played. The cartoonishness of its art direction and sound design are right up my alley, but those aspects pale in comparison to the sheer addictiveness of its color-matching gameplay. A relatively limited palette of mechanics are tweaked and remixed ever so slightly over dozens of levels to keep the experience feeling fresh and rewarding. There's some really masterful game design at work here.
It's also just so refreshing to play a game like this without a constant barrage of advertisements, timers and microtransactions. As a developer I have mixed feelings about Apple Arcade, but its value to players is easily proven through experiences like this.
I'm completely addicted to this game now that it's finally on Steam. The base gameplay system is as simple as it is engaging and the cartoony visuals and violence never get old.
But it has TOO MANY levels. A lot of them feel like padding and don't offer cool gimmicks or enemy distribution. The 'game-as-a-service-like' systems like daily quests and such were not needed at all and it can't get grindy when you suddenly realize you need more crowns to advance. At least there are no microtransactions.
You can read my full review in spanish in GamerFocus.

I'm really loving this game, but I think I would enjoy it more on mobile on Switch. Its obviously made with a touch screen in mind. But that's not an excuse to try it on any platform. Its really great.
Incredible fun for a while, but the difficulty ramp was too brutal for me.
Grindstone is based on pretty tried-and-true mobile game design: matching and chaining same-colored rows of objects to try to get high scores, but it rises above most of those games in a few ways. First off, it’s got the typical Cabybara games art style and polish complete with lots of great looking enemies and environments. Second, it could have very easily felt too repetitive since you’re repeating the same basic puzzle gameplay loop for ~30 hours. Instead the game is constantly throwing enemies, environmental mechanics, items at you to use, and even bosses to fight. There are 150 levels and each set of 15 feels pretty unique both visually and mechanically. Lastly, and most importantly, since it’s an Apple Arcade game instead of a mobile F2P game there are no time-wasting mechanics and the game is not designed to try to get you to spend money or to play a certain number of sessions a day. Instead of a metric-and-revenue focused game like most in the genre, Grindstone is simply focused on fun. It’s the most exciting game in the genre since Puzzle Quest and even that series eventually fell victim to F2P mobile game design.
I was the mystery reader at my kid's 2nd grade class yesterday. They got to give three fun facts about me which were
Would my staff respect me more or less if they knew how much more important this game is to me than my job is right now?
For any Grindstone fans out there:
How 'Grindstone,' a Game About Matching Colors, Solved Its Colorblind Issue
Apple is reportedly canceling some Arcade contracts to focus on ‘engagement’
If this means fewer campaign or story focused games that have a definitive end, and if it really means Apple is leaving developers in the lurch, I think Apple Arcade is no longer the service for me.
Lost my progress twice now. Once was after a particularly spectacular run where I banked a heap of items. Now I’m hitting my head against a wall that is a level that I’ve already cleared. It makes it hard to want to continue.
Really enjoyed this until it became hard core puzzle game around level 22. Much preferred it when I could create high scoring combos and slaughter most of the enemies on the board. Later levels seemed obstacle heavy, which greatly limited how many bad guys I could slice through with ease.