I finished Gone Home today with a completion time of about 3 hours over two days.
I really liked it, being predisposed to '90s nostalgia, coming of age stories and unraveling mysteries. I'm an adventure game fan and I'm open minded about new storytelling methods in games. With that in mind, I won't decry the fact that it prized narrative over what we commonly refer to as "gameplay", i.e. interactivity, manipulating objects or action. I found the story and how it played out to be a refreshing and compelling experience- perhaps not without flaws, but commendable for what they achieved.
Having said that, I found myself hoping for a few more conventional puzzles than what we got, or for the few puzzles it did have to be presented in a slightly more cerebral manner.
It may seem like a little thing, but when you find Sam's notes about secret passages, I wish they hadn't been explicitly marked on your map and the developers instead trusted the player to find the right room themselves. Similarly, each half of Sam's locker code was explicitly referred to as "one half of Sam's locker code", which simultaneously broke the fourth wall by suggesting Kaitlin immediately knew these random scraps of paper pertained to Sam's specific locker and spelled out to the player that it was indeed the code you needed for her locker.
In addition, I didn't like how the combinations to safes were found in close proximity to the actual safes. It would have been nice to find a random code on one side of the house and think "maybe that unlocks that safe I saw in the study" (I suppose the 1963 code was clever in its story implications). Similarly, I was expecting some of the cassette tapes to contain recorded messages and I'd have to remember where I'd last seen a cassette player, but the tapes are merely nonessential pieces of mise en scene conveniently found next to the players.
I understand that this was probably 1) an effort to streamline the delivery of story and reinforce its primacy over puzzles and 2) reduce the feeling of artifice that puzzles bring about, but considering the game did deign to include "pseudo-puzzles", I thought this facet of the game was slightly underdeveloped nonetheless.
I suppose the difficulty lies in striking a balance between maintaining the verisimilitude of the house setting while evoking the gated exploration of a Metroidvania. The aforementioned locker puzzle was the closest it got to exposing its status as a videogame, as there isn't a satisfying explanation for why Sam would hide the code behind random wall panels, unless we accept that she wanted Kaitlin to find them in a very specific order. Also, the very conceit of finding two way conversations on pieces of paper around the house sometimes strained credulity, but at least you can account for it with the '90s setting, before mobile phones and text messaging.
Ultimately, the red herring of the missing library bell was probably a commentary on videogame puzzles themselves; that some things don't necessarily have solutions and not everything needs to fit together like clockwork.