
The game allows players to control a character that flies on a hook between floating islands. The objective is to collect crystals and complete levels while avoiding obstacles. Explore diverse locations and discover unique mechanics to achieve your goals.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*languages with full audio support
Reviews
Gameplay Hook mechanics - with its help, the player can fly in the air, reach inaccessible places, explore intricate caves and solve complex puzzles. Riddles and puzzles - they need to be solved, use the hook and ingenuity to overcome the difficulties and get to the final goal. Logical thinking - the player is constantly forced to think logically, be creative and observant - only this way can you uncover all the secrets and achieve victory.
Great chill game, Nice soundtrack and sense of speed, for its price it's a must have. Flying on the hook is just magical.
--{ Графика }-— ☐ Ты забудешь что такое реальность ☑ Красиво ☐ Хорошо ☐ Норм ☐ Плохо ☐ Не смотри на это слишком долго ☐ MS-DOS ---{ Геймплей }-— ☐ Великолепо! ☑ Отлично ☐ Хорошо ☐ Норм ☐ Сомнительно ☐ Просто не надо ---{ Динамика }-— ☐ Что тут происходит!? ☐ Интенсивно ☑ Насыщенно на события ☐ Иногда что-то происходит ☐ Лучше иди поспи ---{ Аудио }-— ☐ Оргазм для ушей ☑ Очень хорошо ☐ Хорошо ☐ Неплохо ☐ Плохо ☐ Теперь я глухой ---{ Аудитория }-— ☑ Дети ☑ Подростки ☑ Взрослые ☑ Скуфы ☑ Дедушки да бабушки ---{ ПК Характеристики }-— ☑ Если грузится Paint, то пойдет ☐ Картошка ☐ Обычные ☐ Требовательно ☐ Нужен дорогой ПК ☐ Попроси у НАСА Компуктер ---{ Сложность }-— ☐ Просто жми 'W' ☐ Легко ☑ Легко научиться ☐ Нужно использовать мозги ☐ Сложно ☐ Dark Souls ---{ Сюжет }-— ☐ Нет сюжета ☑ Какой-то лор ☐ Средний ☐ Хороший ☐ Интересный ☐ Он заменит тебе жизнь ---{ Игровое время }-— ☑ Длится как чашка кофе ❤️ часов ☐ Короткая 3-10 часов ☐ Средне 11-20 часов ☐ Длинное 21-50 часов ☐ Бесконечность не предел ---{ Цена }-— ☐ Бесплатно ☑ Стоит своих денег ☐ Если по скидке ☐ Если у вас есть лишние деньги ☐ Не рекомендую ☐ С тем же успехом можете сжечь деньги ----{ Количество супов из 10 }-—- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☐ 8 ☐ 9 ☑10 держи ещё
шедевр, 11 падений из 10, за такие бабки советую всем поиграть, ничего не потеряете P.S. мистер суп мега харош
имба
best game on steam
Если бы я не откладывал запуск игры после покупки, то скорее всего сделал бы возврат средств, но уже поздно. Так что считаю, что я обменял 21 рубль, полтора часа и пучок нервов на нечто, смысл которого исключительно в выбивании 100% достижений для статистики. А будь я чуть сообразительнее и посмотрев заранее, что собирать все камни на уровнях не требуется для достижений, потратил бы меньше времени. Единственное положительное качество игры — приятная стилистика, просто-таки волшебная палитра цветов, недурно приложенная к низкополигональной графике. Это и видно на скриншотах, и это завлекло купить игру. Но ничего более положительных ощущений не взывает. Персонаж не ходит и не летает — перемещается как корова на льду, а на крюке мотается как мешок с овощами. Совершенно неуправляемый персонаж, это искусственно завышает сложность, чтобы игра проходилась не так быстро. Так и не ясно, что вообще за существо главный герой, но очевидно: у него есть крюк-кошка и грация картошки. Механика замедления времени могла бы быть интересным дополнением, если бы полёты давали хоть какое-то ощущение собственно полёта, а замедление было не таким сильным, время почти что останавливается. Оно и понятно: без этого прохождение игры требовало бы скилла, с которым можно смело идти в киберспорт. По итогу имеем дёрганый геймплей: то несёмся неуправляемо Бог знает куда, то почти что останавливаем время. И всё это под одну и ту же колыбельную, ну какой будет драйв от полёта с такой музыкой. Хотя может и хорошо, что убаюкивают, а то недолго и тильт словить. И всё это смачно сдабривается диалогами на уровне, который и детским садом назвать нельзя — будет оскорблением для детсадовцев. Задумка-то может была и неплоха, но исполнение — тотальное фиаско.
Hook Adventure is a fantasy platforming experience developed and published by Dwarf Tavern Games that takes a straightforward concept and builds an engaging gameplay loop around it. Instead of focusing on combat-heavy progression or complex systems, the game centers itself around movement, precision, and exploration. Set across floating islands suspended in an imaginative fantasy world, the experience challenges players to navigate dangerous terrain using a grappling hook mechanic that becomes both the game's primary tool and its defining feature. From the beginning, Hook Adventure establishes a gameplay formula built around traversal. Players move across airborne landscapes by swinging, launching, and maneuvering through environmental hazards while collecting crystals scattered throughout each stage. The grappling hook is not merely an extra ability added for variety; it serves as the foundation for nearly every challenge the game presents. Learning how momentum behaves, understanding positioning, and mastering timing gradually become essential skills as players progress deeper into the adventure. The simplicity of the core mechanic works heavily in the game's favor. Swinging between platforms creates an immediate sense of movement that feels rewarding when executed correctly. Early areas ease players into the system, allowing room to understand how the hook behaves before introducing more demanding situations. Over time, the challenge naturally evolves. Narrow spaces, environmental obstacles, and more complicated platform arrangements require greater precision, turning what initially feels approachable into something requiring careful control and practice. One of the strongest aspects of Hook Adventure lies in how it encourages improvement without overwhelming the player. Success comes through repetition and familiarity rather than punishing difficulty. Missing a jump or losing momentum rarely feels unfair because the mechanics remain consistent throughout. Every mistake becomes part of the learning process. That balance creates satisfying progression as players slowly transition from cautious movement to confidently navigating increasingly demanding sections. The floating world itself contributes significantly to the atmosphere. Fantasy-themed environments filled with suspended islands create an adventurous tone that fits the gameplay perfectly. While the visual presentation does not aim for cutting-edge realism, it embraces a colorful and readable style that complements the traversal-focused design. Platforms remain easy to identify, hazards stay visually distinct, and environmental variety helps maintain player engagement over time. Crystal collection adds an additional layer of motivation beyond simply reaching the end of each area. Players willing to take more dangerous routes or experiment with alternative movement paths can earn greater rewards, encouraging exploration rather than purely linear progression. This extra objective strengthens replayability and pushes players to engage more deeply with movement mechanics instead of simply rushing toward completion. The game's pacing deserves praise as well. Hook Adventure avoids overwhelming players with unnecessary complexity. Rather than introducing numerous systems that compete for attention, it remains committed to refining its central mechanic. That focused approach gives the experience a level of polish that many larger projects sometimes struggle to achieve. The game understands exactly what it wants to be and stays committed to delivering that vision. There is also an appealing sense of calm woven throughout the experience. Despite moments requiring careful timing and precision, Hook Adventure rarely feels stressful. The fantasy environments combined with exploration-focused progression create an atmosphere that leans toward relaxing rather than intense. Players can settle into a rhythm of movement, experimentation, and discovery that gives the game a comfortable flow from beginning to end. That does not mean the experience is without limitations. Players searching for heavy narrative content or expansive progression systems may find the overall structure somewhat minimalist. The focus remains firmly on gameplay rather than storytelling. Likewise, players who prefer constant mechanical variety may wish for additional systems layered onto the foundation. However, the game's restraint also prevents it from becoming bloated or distracted from its strengths. What ultimately makes Hook Adventure work is how effectively it transforms a simple concept into an engaging adventure. The grappling hook mechanic remains satisfying throughout because level design consistently finds new ways to challenge players without abandoning the game's approachable nature. The fantasy setting adds charm while crystal collection and environmental hazards provide enough variety to maintain interest. Dwarf Tavern Games delivers an experience that values movement mastery and exploration above spectacle. It is a smaller-scale project that succeeds through focus rather than ambition alone. Players who enjoy platformers built around skillful traversal, physics-based movement, and exploration-driven progression will likely find plenty to appreciate here. Hook Adventure may not radically redefine platforming games, but its commitment to polished movement systems and accessible design creates an enjoyable adventure that remains entertaining throughout its journey. It offers satisfying traversal mechanics, relaxing exploration, and a gameplay loop built around steady improvement that rewards patience and persistence. Rating: 7/10
I sold my wife and kids for this game, all for a cup of soup from mister soup
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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