My (mostly) spoiler-free opinion is after the jump...
In my own mods, I strive for specific characters and settings but with vague, fragmented stories that you can piece together into a plot or absorb as a poetry or ignore entirely. "tedium" is different in that everything is fragmented and everything is vague... so what do I do with that?
Don't get me wrong. I liked it. Cameron
... But that's the thing. If everything is vague, you have to fill all the symbolism with your own experience -- your own mods, someone else's level that you liked, your mother, etc. And as one of those fools with a B.A. in English, I've been trained to regard this as lazy writing because it abandons a notion of "function." The author has very little or no control over shaping the player's interpretation -- the author has given up too much.
Now, there is power in understatement, yes -- a sentence, a paragraph... but a book of it? "A person did something." Not to imply that Tedium (I'm making an editorial decision and capitalizing it now) ever approaches such exaggerated levels of ambiguity, but it's just that I finished it thinking, "that was cool, but so what?"
I also think that game mechanics should be interesting in themselves -- you can translate that as "fun" or whatever. Radiator 1-2 (HwC) is like a first person "parking lot" game; 1-3
So Eddie Cameron's definitely breaking some of my rules here, rules that I've inherited from mainstream video games, rules of sculpted narrative and fun mechanics. Which is, to my knowledge, the point of the experiment anyway -- to break rules. Done!
Anyway, you should play it and report back if you want (or send the creator a lovely e-mail of your thoughts). But definitely play it. It won't take you very long.