There were a number of sticky points throughout. The block matching puzzle, I couldn't get the physics to cooperate and get the blocks to fit in the holes. The rose & vase, I couldn't move any of the roses for a while . . .? And then I could? There were some scenes, like the playmat, where I was clueless on what the game was asking from me, and I still don't know what I did that advanced that scene.
The idea is there, and it does communicate distraction therapy. I probably would've leaned further into the "warioware" designspace, and made the kid's toys puzzles bright and musical and dopamine-y and a little bit action-paced, but the slow, serious tone over the distractions serves the theme and atmosphere well.