As a reviewer, it's my job to push you in the direction of cool things in the hopes you just might check them out. I wouldn't be living up to my duty if I didn't direct you towards more of Stephen Lavelle's work, and you would be doing yourself a disservice as well if you aren't keeping up with his explorations of the medium. His motto is "let's try something out there" and he holds to it. He cranks out quirky little games that can make you feel empathetic or maybe slightly uneasy; he crafts experimental pieces that toy with game mechanics in a novel way. That is, when he isn't making games about female masturbation or a nerdy math joke. These are short experiences, so overlong explanations would ruin the fun. For the uninitiated here's a few tidbits about each.
Therapy Game is an exploration of conversation as a gameplay mechanic; your physical actions are the same for every playthrough, but the way you handle your therapist is under your control. The dialogue made me smile sardonically a couple times.
The relationship between the game and player is something Lavelle has explored a few times in his work -- Home had you playing the role of a caregiver, and you're a stage director this time around in Theatrics. You meta-game age-old plots to work your way through each puzzle. Think of it as Storytron-lite. Stephen made this in a weekend -- God bless Mr. Crawford.
All quests are a search for knowledge at their core. When you wander around a town in an RPG and talk to NPCs, it's implied that one of them will provide you with the knowledge you're searching for. Not in Missing. I felt a pang of empathy for the little guy.
Grave is a minuscule and claustrophobic tone poem. If you want more horror, I'd recommend Brain Damage. That game fucked with my head.
Increpare is hands-down one of my favorite developers, ever. On a tangential note my favorite band ever is the Velvet Underground. (FYI, they kickstarted the whole "punk" thing.) There's a widely circulated (yet untrue) anecdote that the handful of people who bought the Velvet's albums at their release were all inspired to create their own bands. I don't know about you, but nothing makes me want to make games more than seeing this man in action. Stephen's criminally unknown now, but I'd bet money that given a couple decades he'll get retconned into the annals of ludography as an elder statesman of game design. Or he won't, which would be all right with me. I'm just happy to be one of the lucky few who get to enjoy his work.