I want a Patrick's Parabox game with Uurnog Uurnlimited mechanics, and by that I mean it turns out that each level's "infinity room" is actually a shared hub room that can be used to clandestinely transport blocks from one level to another, which becomes required later.
The notion of puzzles having a "thesis" is very apparent when playing something like Patrick's Parabox, where it's obvious what idea each particular puzzle is trying to convey. Void Stranger puzzles, being inherently "cruder", are much more capable of misdirection as a result.