You Are The Dungeon is single player journaling game in which you play as a dungeon.
The PDF is 16 pages, with a very clean and easy to read black and white layout. A number of solid thematic illustrations are scattered throughout, and everything feels visually consistent.
You Are The Dungeon is played with tarot cards, a d10, and a journal. It's not especially crunchy, and the goal of play is more to tell a good story than to win. That said, it isn't without mechanics, and the writing and tone are so clear and consistent that it's hard not to get swept up in its story.
You have a dungeon map on which to draw yourself, and you have tools and tables for generating parties of adventurers that try to explore you. You don't actively oppose them---there's more tables to determine their fates---but when the survivors have left you draw more of yourself. Or you refine the parts that are already there.
There's variant rules for playing as a group, or expanding your dungeon, but I think the most powerful use of the game might simply be to generate extremely lived-in feeling dungeons for other adventures. It's still a strong narrative experience, and it lets you play as long as you want, but at the end you have a complex, grounded map---and that's a great artifact of play to be left with.
Overall, even if you're not totally sold on journaling games, this is a wonderful GM utility. And if you *are* interested in journaling games, this is a break from tradition in that it tells the story of a place, not a person. You can do a *lot* with fiction focused on a place, and Dungeon lets you tell a wide variety of tales. I definitely recommend this, if dungeons are of any interest to you. It's extremely well made.
-Page 14. I know it's intended, and it looks neat, it's just difficult to use. The writing in the individual entries is great, but the way they're scattered and overlapped makes it a bit difficult to do anything other than treat the whole page as a single cool piece of art.