I've decided I can share more information with you all. Please understand this was a personal precaution as I'm paranoid of people stealing my ideas when I put lots of effort into them.
The first game is a black and white side scrolling point and click with elements of survival horror. The plot is basically you were kidnapped from your birthday celebration in another country and wake up in a cliff side mansion. You're being hunted for 46 hours by the three owners of the mansion, a father and his two sons. Each of them happens to have their own methods and section of the mansion. One son tends to frequent the lower sections more and is off putting due to how he helps the player to make it more of a challenge for himself. One son frequents the middle section of the mansion more and uses traps and stealth to try to hunt the player. Finally, the father will frequent the top sections but only come out after some time and will eventually go throughout the mansion with an intimidating straightforward approach method. The mansion is full of puzzles the three set up to make it a challenge for you to find your way out, as well as ways to add anxiety by having color represent negative things (such as a tiny bit of red barely emanating from one side of the screen means some danger is likely approaching). There is also a system in which sounds will be used by both player and enemy, so they could hear your breathing and movements if you're too loud. You can find places to hide until they pass though.
The second game, the fantasy game, has a lot of focus on representations of human concepts through the entirety of the level and enemy design. The main character is a representation of adam or eve and does have "powers" so to speak, but it's more of a non-combative power, such as bending the plants or moving the boulder or reshaping the ground, but only in certain spots. This one is more of an expressionism type of game, expressing my views on different concepts and how they affect the human morality or cultural views. For instance, there was a scrapped concept for a boss called Justice, a clock with a pendulum and weight scale wings along with a girl in a birdcage. This boss was originally representing how I see a lot of the justice system as wishiwashy and unpredictable due to how it can be manipulated and influenced by defenders twisting the truth or lying outright. While I'm not blaming the justice system for that, it was my view at the time. The way the player would fight the boss is by running around the circular stage, making these platforms grow that would shoot out strings of words in multiple languages at the boss and chain them down momentarily, as well as add word and image stones into the lighter scale to avoid the boss slamming down. The core concepts of the game are expressing my views on the world and promoting a pacifist solution to executing enemies. By that I mean, yes they will be defeated, but not via violence. When it does seem violent, it is instead revealed as more similar to cracking a walnut, where an outer shell of misuse or misunderstanding opens to reveal its true original form.