I really enjoyed playing Gone Home. There are a multitude of subtle cues and silent mechanics which together create a wonderful marriage of game and story. One complaint is that the house is ugly.
After you play it, there is a lot of great stuff to read written about the game.
Proteus is wonderful. So wonderful it needs more space, variability, events, structures, animals, plants, time, music, feedback, etc. Antichamber was more fun to play as a demo a couple of years ago. It went from purely logic puzzles to mostly cumbersome block puzzles, though the start still maintains the heavy use of proverbs+insight. Certainly a clever game, but its nonlinearity and lack of a decent navigation system cause unnecessary meandering and jerky progression. Visuals are just good enough.
Beyond the joy itself, beyond the endlessly stimulating growth through collaboration, the real reason I compose music is the hope of connecting with someone.