I'm starting to think I won't even stand a chance against Broodwars in this competition. Makes me think his hosting of this thread is a bit self-fulfilling.
I've come to realize that I don't tend to grab lots of short games, and when I want a short game, it takes a very specific sort of combination of elements for me to really enjoy it. Let us observe Evan Bee's latest acquisitions and marvel at his strange tastes.
Boxboy is a strange creature, there's no doubt about that. However, I think that a game like Boxboy works for a very mobile sort of platform like the Nintendo 3DS, because it is so bite sized and usually low-investment. Boxboy and Boxgirl, however, is a Nintendo Switch game, and it really doesn't need to exist. I mean, I know why it exists: it is an attempt by Hal to deliver a compact eShop title that also has CO-OP! Yeah, baby. The problem is, Boxboy is just not as novel a concept as something like Snipperclips in a variety of ways: Boxboy's aesthetics are incredibly bland and I'm honestly shocked that the series(?) hasn't grown or experimented in this respect. Also, Boxboy is a very... wiggly game. When you make boxes, you don't place them on a grid, per se, but they can "overlap," which sometimes makes you feel like you're cheating the game's puzzles when you "wiggle" out a solution. It's structured, but also not? Anyway, Boxboy and Boxgirl was solitary experience, which is too bad because as a Switch 2 owner I sure wish I could play the co-op puzzles with someone online. I completed all of the challenges for the single player mode and I think I can live with that. Even a side, single player mode felt like it overstayed its welcome.
Now, another game that has very concrete and maybe controversial aesthetics is Saturnalia, which is a fascinating survival horror game set in a town that resets and scrambles itself when your playable party is all sacrificed by that supernatural horror that stalks its streets. If that sounds stressful to you, imagine the entire experience being drenched in pinks, purples, and blues that bloom onto the screen when you start sprinting or come close to a structure, paired with models that have a perpetually jittery filter effect. Personally, I find the game stunning, and the gameplay conceit fascinating... but in execution, it stumbles somewhat. Your early jaunts into the town are incredibly stress-inducing, and since you gradually gain characters by completing certain objectives, you will likely end up scrambling your town at least one or twice before you become accustomed to the creature's behavior and your own objectives. The game then settles into a sort of predictable rhythm, especially as you push out of the town streets and towards the town periphery, which is understandably constant due to the complexity of some of the environments presented. All in all, the game runs about ten-ish hours and has other difficulty modes and custom settings to make the experience all your own. Sadly, my campaign is bugged in its final sequence, which means I can't complete the very last objective to escape the town, but the entire experience up until that point was quite thrilling and multifaceted, with a number of narrative and gameplay twists that really kept me hooked. I've been pining for more novel horror/survival experiences and this really scratched an itch.