Blue Prince
Roguelike puzzle game where you need to explore the rooms of a house - you have a "deck" of rooms, and can select from one of three every door. You have a limited number of moves per day, and every day, the house resets. (Blue Prince, blueprints - get it?) You're set to find room 46 in a house with only 45 rooms. That's the headline aim, except you'll find that there's a whole, massive lot to find out - narrative, secrets, puzzles, etc. You can however make some permanent changes which deliver permanent advantage/progress.
This is, I think, genuinely a masterpiece. Almost.
Because it's also incredibly annoying: like many of these games, you need to go in again and again to get progress, but the ease with which you can be screwed by RNG is huge. Managing RNG to the right level in these games is probably one of that hardest things for a developer. I think these devs have tended to RNG excess.
So for instance you can see a puzzle and a solution, but you've also got to get via RNG the right rooms in the right place and picked up the right three items. And you'll need to luck out like that another 20 times to find stuff out. You'll have the odd freakish run where stuff comes together, and you have ways of planning to make these more likely. You can get bits of incremental progress. But mostly you'll be wading through a mass of runs which don't pan out, and each one is probably 15-30 minutes of your life wasted, and it feels like the game does not respect your time. You will get frustrated, start to resent the day start cut scene, etc.