Just finished Hyper Light Drifter. Was good and had stylistically beautiful elements, but didn't feel as fully realized as other big indie heavy-hitters-- more like a cool kickstarter proof of concept. Aesthetic/music is perfect, mechanics/feedback are satisfying, and bosses are fun, but wasn't blown away by map/enemy design and skill progression. Even though the challenge is taxing, I was still a little "Oh, that's it?" by the time I was done. Love the minimalism/wordless storytelling presentation, but didn't really think highly of the story that ended up being told (I'm aware of the themes/creator background and how that ties into it). I liked it, but definitely not in that Celeste/Hollow Knight upper echelon for me.
Side note-- Recently playing a visuals-only game in Hyper Light Drifter and two text-dominated games in Tactics Ogre and parts of Disco Elysium is really making me second-guess the principle of "show, don't tell." Sometimes walls of exposition-y text/background information or being told that something happened off-screen without showing it can also be a very cool, thoughtful, and effective storytelling device, and sometimes visual storytelling can fall flat. The saying should really instead be "Either show or tell, whichever one's fine, just do it thoughtfully and tastefully."