I finished up all the games I bought from Steam's summer sale, so I bought a bunch more in Steam's Halloween sale. Nice how that works out, right?
Note: I am involved in IGF judging again this year. However, I played all of these games before I started doing that, and I bought them all on my own dime (minus the Halloween sale discount).
Hue: A short casual-puzzle game. It's a 2D platformer with a theme of color-shifting; any object that matches the background is invisible and therefore doesn't exist. The puzzles explore this premise adequately -- no enormous surprises but everything is solidly designed. The platforming requires light jumping-reflex skills, nothing hardcore.
As for the story, well, it's in the genre of sentimental art games about children. A lot of background voiceover about Love as the silent protagonist jumps around. We've seen a lot of these, I'm afraid.
Pavilion: Another short casual-puzzle game. The puzzles are decent; they have a playful, exploratory variety of mechanics, but they're not very difficult or complex as puzzles per se. But the real point is the game art and the soundtrack, which are hallucinatory and fantastic. (Warning: designed for game controller; awkward on keyboard. The developer swears that they're working on a mouse UI.)
Apartment 666: Yeah, I dunno. The combination of highly repetitive environments and a cheesy there's-a-murderer "horror" story turned me off quick. I quit out before finishing, and I gather the game wasn't long to begin with.
Abzû: I'm glad that Journey wound up defining a class of games (a form). Sometimes I just want to sit down with a couple of hours of narrative experience that has arc, theme, variation of interaction model, a bit of challenge, and (not tangentially) is really, really pretty.
If you add serious puzzles to that you have a short adventure game. If you add blood and jump scares you get horror. If you add boatloads of text you get some kind of IF. I am sometimes in the mood for each of these, but then sometimes I'm not, so Abzû is a good sort of game to have around.
Subject 13: Another old-school adventure game; this one is third-person. Even has the classic pop-up verb menu.
The early puzzles take excellent advantage of the 3D engine; you have puzzle-boxes to examine from all sides and manipulate. I like those. And then... bam! Slider puzzle. The first two chapters have some simple slider puzzles, which I don't mind, but chapter 3 throws you the classic tedious squares-and-rectangles slider puzzle. It is 2016 (or 2015 when the game was released, same difference). That means you have to pay me $50 to solve the slider puzzle again. This game didn't pay me $50. Discard.
Haven Moon: A Myst-clone. Small and enthusiastic, but I can't say it's an outstanding example of the genre. It's not a bad game either! It has a lot of good ideas and puzzles. But the visuals are a little weak (the world gets samey-samey as you explore); the puzzles are a bit sparse and many of them are underclued.
I suppose this gets into a philosophical game-design debate. Here we have a solo project, an adventure game built by one author. If it were text IF, I'd expect it to be totally solid -- text IF can be built solo, we all recognize that. But for graphical adventures? Modern tools (Unity, in this case) let a small team build a high-quality graphical game. But going it alone is still hard!
So the author gets my respect for doing it at all. But, on the other hand, is this the right tack? I said both the world and the puzzles felt sparse. This implies that the author could have done better -- or made me happier, at least -- by tightening things up, packing the same amount of work into less floorspace.
But then, of course, there is a joy to architecture and open space. I don't want to squash that. (I recall The Guest, a charming example of a right-sized adventure in a claustrophobic hotel room. Must every game look like that? Of course not.)
So I don't have a simple "you should have done this differently!" message. Which is good, because who wants to hear that? I will just gesture at the range of possibilities, which includes tiny, densely-packed puzzleboxes.