Neo Twiny Jam had a surprisingly large (to me) ratio of fantasy-quest games by authors, all of whom really seemed to know what they were doing. There've been a lot of works with emotional impact, too.
But this one combines both, while sneaking in under the maximum word count. I wasn't expecting what the curse was, and you probably won't, either.
Of course, given that it has some narrative, the tomb is not VERY big, or the quest VERY long. There's really only one puzzle and a few things to observe. It's a puzzle you can maybe guess, but said puzzle also has under a hundred states, so figuring an efficient brute-force method is a neat puzzle on its own.
It's a very clean effort, without extra fanfare, and I'm left with a clear feeling the author could (and should!) create something much bigger if they wanted. I'd also like to praise the cover art, which drew me in without grabbing me.
Finally, thanks to the author for including the source, and for telling us to experience their game before looking at it. It's in chapbook, and I used sugarcube in the jam, but several things still made immediate sense to me.