It was fun. I still have recurring dreams of pushing stuff from the shelves in a frenzy.
+ cats of all shapes and sizes
- a bit grindy when it comes to achievement hunting

Sudoku with cats. Cute, but my brain couldn't keep up with the expanding number of cats of all shapes and colours, so I switched to "normal" 1-9 mode pretty quickly ( 〃▽〃)
Getting 100% could be tedious, there's not much variety except the difficulty levels.

Stylized art and sound design make this forest quite pleasant to explore for a minute or two. But then you realize that all the assets are copy-paste, the border of the map is glitchy and there's literally no reason to stay in this game. Sure, there's a list of "goals" (objects you need to find), but with no background information as to why are you running through the forest looking for giant mushrooms and bone fields this list looks like just an excuse for prolonging the mindless wandering. I managed to stumble upon 4 of them (out of 6) and won't even bother with the rest since there's no in-game map to guide me through the repetitive landscape.

It's a short FMV viking game.
I'm not a fan of graphic violence, so I had to skip some scenes, there's only so much blood and gore my eyes can withstand. The story is a plain bloodshed survival quest that never gained my interest. And it became a real chore when I somehow managed to make ALL the wrong decisions…

Honestly, when there's only one correct answer that lets you continue the journey, the "choice" mechanic feels excessive. 30-40 minutes of playtime could be easily condensed into a short movie, since the production value is good and the narrative is straightforward.

To be honest, I enjoyed this game more when it was just a demo. The anticipation for the full release was great after a couple of levels that were presented in the demo, but when I got to play the entirety of them I found myself a bit bored. Sometimes less IS better.

The puzzles are easy, the objectives are clear and the story is almost non-existent. It’s satisfying when the gears click into place and the scene gets into motion, but that's it.

2015

I found the best way to play Hook is sparingly in sessions lasting from 10 to 20 minutes, consisting of 1-3 puzzles. It had great therapeutic effect on me tbh. Tinkering with devices in no rush, calm and unassuming music. I felt at peace and my mind switched off its usual "frantic" mode every time I booted the game.

Steam deck run: OK.