The Stanley Parable - Which had me thinking a lot about the limits of 'player freedom' and the limits that telling a story can impose in any media (I'm sure Jeph is well aware that he'd like to tell stories but his characters and setting simply don't permit it without serious retcon).
The Beginner's Guide - Which I've interpreted as a backlash against over-aggressive audience feedback and modders insisting on 'improving' games in line with their own visions. This is possibly related to the fact that The Stanley Parable only has five broadly-traditional end states in its eighteen possible narrative end points and the a lot of gamers didn't get the message that this was giving about the contradiction of narrative storytelling and the sandbox map concept, instead just complaining about there being 'no way to win'.
FWIW, I did get the impression that there is a bit of Davey Wreden's own social angst in The Beginner's Guide, particularly in the 'prison' level and the one set in a theatre. Overall, it seems that the critical success of The Stanley Parable was not a good thing for him, on a psychological level. It's basically him telling people to leave him alone with his creativity and not to presume that they know him simply because they've played his games and they know better than him what they are meant to say. (His dislike of the pusher end of his fandom was also expressed in the so-called 'Raphael Trailer' for The Stanley Parable v.2.0.)
However, I suspect that part of the meta joke of 'Coda's' many works is that some of the games really were just abortive attempts at actual commercial projects by 'Coda' that he abandoned as frustratingly inadequate attempts to realise his idea and he just threw aside because they were unfixable; that 'Davey' was seeing psychological insights that weren't there. I also think that 'Coda' was always more aware of 'Davey's' hidden objectives and that some of the games were direct letters to his semi-obsessive #1 fan about how difficult and toxic it was trying to even have a conversation, let alone a professional collaboration, where the base assumptions you are starting with are different and there is no real balance between your objectives and the other's. That's something I learned during my brief and disastrous stint as a beta reader about two decades before.