Evolved from the original flash game published in 2010, Mike Bithell developed a "fuller" version of Thomas Was Alone in 2012; a game that would showcase more ambition than actual substance.
The DIA's major gimmick is Bithell's creative coupling of plain narration over plain gameplay, which succeeds in completely altering the emotional tone of the game to potent degrees of humor and drama. This would not be so impressive if it were not for the game's stripped-down animation lowering your expectations; the graphics are "bare-bone" to say the least. Sure, there are tricks of shadows and lighting here and there, but the game's visuals are made up of squares and... not much else.
It should be said though, Mike Bithell isn't that interesting of a writer. He imitates the playfulness of personalizing his characters in a way that's reminiscent of Douglas Adams, but other than that the "deeper" context of the story is confused and weakly presented throughout. Levels are divided into segments tailoring an explanation of a bigger story in-between which is something about the first case of coded AI programs becoming sentient and self-aware (what your characters represent) and taking over the corporation of programmers' computers; but all in all the greatest delight there is in Thomas Was Alone is its coloration of some blocks we didn't ever expect to characterize and feel an affection for; not some fictional breakthrough in science fiction.
Nonetheless Danny Wallace's work as the story's personable narrator beautifully makes up for the boring background plot; he gives every character the voice they need with just the right delivery to invoke personality.
The puzzle-design is alright, but as I said, what's most inspiring is the game's narration contrasting with the visuals: it provides some interesting ideas as to how players engage with an interactive experience, how vividly context changes everything.
Other notes:
Wallace would win a BAFTA award for his performance in the game the year the game would be released.