Any examples? I'm just curious. I really like when games mess with formal structure.>>96953166
Also, the meta-concepts in Undertale were blatantly part of the narrative. Flowey could already pop up at times, mocking you in-character if you tried to reload and undo a character death.
The entire game was also contained within fighting or talking, with the former being so boring that its basically not worth doing except to take advantage of gamer sentimentality.
On another note: the flowey poster may like 'Masochisia'. It follows the childhood of a certain serial killer. It does some surprising stuff with meta-commentary and player choice (whether you, as a player, value interactions enough to try steering the protag's life away from murder, treating the game with murderhobo-esque detachment, or accepting the killer's fate, utilizing the external reality that these killings already happened) with more subtlety.
I'd call it more of an eerie game than a horror game, though. But that isn't a bad thing in my eyes.