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.

I managed to get stuck in a game where the player has to move the bricks to free the path for cat to escape. That's the only mechanic found in this game. I just don't have the patience for moving bricks ig (//▽//)

Cat movements are limited to forward and backward (no left or right. why?), and feel clunky on PC. Overall, not very engaging experience, as I kept wondering what's keeping the cat from jumping over the bricks (since they're the same size).

When you think the Fox is the trickster, but the real mastermind is the Bag.
Cute and short. Also free of charge. Would gladly pay full price for an extended version with more characters.

2014

Came here for the letter achievements, stayed for the puzzles.
Challenging, but in a subtle way that makes you motivated to master it rather than rage quit.

Short aery adventure, full of light and subtle hints.
Puzzles seem to be complementary to the atmosphere and solvable in several tries.
I also found the music quite refreshing, which prompted me to further look for OST. Only 2 tracks, but a year later I still remember how otherworldly they weaved themselves into gameplay at the time.

Marketing via fun and engaging experience.
In the middle of a pandemic.
Bravo, Devolver 👍

Gameplay is so slow I couldn't finish the game.
Turning and walking in any direction takes ages.
Clues are almost non-existent.
I gave up on the 1st floor, trying to find the light switch.

Chill "puzzle" game that involves a cat running around 'n trying to find its' favorite toy before falling asleep in a cozy cot.
The mechanics is easy to comprehend. No rush. Even if you're bad with spatial imagination (just like me), running in circles pays off (sooner or later you'll stumble across the right corridor).

The Immaculate Drag pulls you right into the melancholy of walking through a night city street with a hazy goal and a chance to meet like-minded souls. Most of them are out in the streets to take a breather, much like yourself, and next morning every encounter with them might seem like a distant dream, disconnected from a blazing sun of reality. Sometimes it's a reminder that you're not alone in your worries and painful memories, and sometimes it's a whole new perspective given as a casual remark from a total stranger that you're bound to never meet again. Same as this very night when you're out in the streets to move at your own pace towards the dawn is to never repeat again. Existing only here and now, flowing between every step and inevitably taking you closer to your next immaculate drag that might as well be the last.

I can't help but feel it was heavily inspired by El invierno en Lisboa (Winter In Lisbon) written by Antonio Muñoz Molina. It has the distinct smoky, jazzy, desperate love story vibe that dominates both the book and the game.

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

Gameplay: I got stuck in the beginning. Turns out, I had to touch some random rock to open the passage. Never got the hint though. Uh huh.
And then I got lost in the woods, trying to find some interactable object to open the next passage. All the while switching between blurry reality and some sort of "predator" vision (it gets everything red and more blurry alright, that's what it does). Sounds tedious and somewhat rage-inducing, trying to find non-existent clues as to what random object to touch? It's exactly how I felt getting through this walking sim.

Narrative: I listened intently to Sara's story, and the dark, harrowing undertones her narrative was laced with felt more vivid than the main "grim and sinister" revelation. The rest is not very memorable.

Overall: I would not recommend it to anyone, even the hardcore walking sim fans. Although the premise was alluring, it's just not worth the time with its' incomprehensive gameplay mechanics.

Didn't expect much, but it turned out to be a decent walking simulator in a post-apocalyptic setting.

It's straight-forward and short (30 minutes max.), and more about narrative, less about puzzles (and they're not even real "puzzles" at that). Music is nice, sets the mood perfectly. But the invisible walls in the forest is a bummer (>﹏<)

It's a sequel to Existentia. Still post-apocalyptic walking simulator, but now with a voiceover and multiple endings. It took me nearly 2 hours to explore everything the game has to offer (fixing the train took me longer than I should admit (//ω//)

Atmosphere is gray and dull, harsh and sad, defined by the tragedy, as it should be. Most memorable are locomotive rides (with unexpected companion even more so).

Getting all endings is a bit annoying without the save system, but at least there's chapter selection.

It's weird and quirky just the right amount and I enjoyed it much more than expected. Short and easy too, but still engaging. My favourite part would be the dance party. Every game from now on should have a dance party with some cool moves or else (⌐■_■)

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.