These reviews contain what could be considered spoilers. I think they are at most mild spoilers, myself.
Normally I avoid "puzzlefest"-type games, but with only one room to work with, they kind of come with the territory. In any case, the puzzles I found were interesting and/or easy. I only played three of the English-language games.
Suveh Nux (Congrats to the comp champion!)
"Escape the room" puzzlefest with interesting puzzles. I liked the invented language a great deal, once it was revealed. The IF community in general likes invented languages when they are well done; look up the game Edifice for an example from ten years ago. The language in Suveh Nux is less involved, and the setting far less affecting, than in Edifice. Nonetheless, there are some similar "a-ha" moments when the player figures things out.
I am scaling the points upwards for this game, as this was my favorite of the three that I played. It's not perfect, though -- I either misunderstood or misapplied the rules about numbers, for example -- so I'm still taking off a point. Score 9.
Puzzlebox
"Escape the room" puzzlefest with mostly easy puzzles. Disappointing. The introduction hints at a backstory, and there are some atmospheric events during the game along the lines of, "You hear a woman speaking outside the door." I never saw the backstory get fleshed out, however, and when I typed "LISTEN" or "LISTEN TO WOMAN," the game did not recognize those commands. The main schtick of the puzzles is to make the player look closely at an oil painting until finding clues in the second- and third-level descriptions. That device, which can be a great way of directing the player's attention in general, falls flat here because (a) it gets overused for (b) repetitive, mostly one-dimensional puzzles; moreover, (c) the painting is described in mostly bland prose that (d) adds minimal or zero contribution to the plot. Final complaint: I was able to solve the very last puzzle without looking at hints, but only because I had taken computer science courses in the past. Score 3.
Urban Conflict
One-room conversation maze, set in a war-torn Third World country. The player character is a wounded American soldier who finds himself trapped underground with an embittered and heavily armed host-country soldier. The goal is to talk the NPC into helping the PC, as opposed to unhelpfully killing them. The conversation initially centers on the vexing question of, "Why is this war happening?", then later veers into the NPC's life story. The author has taken on a big challenge and evidently has the best intentions, but the conversation did not ring authentic for me on either the geopolitical or the biographical topics. The last moment of the game's optimal ending seemed abrupt and not-quite-plausible to me as well. If the author has much real-life experience talking to embittered Third World citizens, I must say that I don't think it showed in this game. Score 4.