|>>|| No. 22813
"Baba Is You". It's a neat little puzzle game. In a Sokoban style playing field, there are items and a few kinds of "rule" blocks. These consist of nouns, verbs and attributes and can be arranged to change how the game behaves. The aim of the game is to get the noun that is "YOU" to be on the field that is "WIN".
Screenshot is a (badly stitched together, mea culpa) tutorial level. The "Baba is you" near the bottom left means that Baba, the white rabbit character, is currently you, the player. The other existing chain "Wall is stop" means walls stop things (including the player). Use the rabbit to punt any of the words from "Wall is stop" out of alignment and the rule no longer applies, i.e. "wall" is no longer "stop". From there, you can assemble "Flag is win" and hop onto the flag for a simple solution. If you're feeling a bit more whimsical, though, you could arrange it as "Wall is you" and "Baba is win" and then move the wall onto the rabbit. Or declare that "Wall is flag" to turn every wall tile into a flag, then declare "Flag is win" and take your pick. I hope you get the idea.
The only contraint is that something must always be "you". You don't lose immediately if nothing is you, but you can take no further action unless something else re-assembles an "X is you". It's quick to reset the maps and you can rewind as many steps as you want at any time, even after "death".
After 60 hours or so played it's hard to argue I don't enjoy the game, but your sentiment of
> The previous games made me feel like I was being taught, here I feel like I'm being told. That's alright, but it's not as fun.
hits the nail on its head. I've reached the final boss of the Immortal Severance ending and I think I might drop it here. I enjoyed the non-boss content of the game right to the end but for the most part the bosses were challenging not (just) because they are difficult but because fighting them quickly became tedious. The boss I'm on right now for example has a phase one which, after a few tries, is just a tedious chore and delayed attacks after telegraphing, quite reminiscent of DS3's Nameless King.
A minor correction here from my earlier comment, by the way: "proper" boss runs are universally short, mini-boss runs on the other hand range from fine to dreadful. They often involve clearing the arena before it's safe to engage and, of course, if you fail then it's time to do it again, stupid!1 Juzou the Drunkard and Seven Ashina Spears are particularly egregious examples, in my opinion.
> a particular unblockable sword skill
Ichimonji? It's not unblockable, but does guranteed posture damage and interrupts enemy attacks if it connects in time; it's rather useful. Mikiri counter is also extremely useful if you're not a parry god but can reliably read incoming thrust "perilous attacks".