And Yet It Moves is an amazing puzzle/platformer game in the same vein as Braid; whilst it's a fairly short game, it brings innovation to the platformer genre.
You control a 2D, papier-mâcher character whose sole goal is to complete each level. The levels (at least, in the demo) are short and simple, but require some thinking. Nothing especially hard, though I've only played the first two levels.
It's not on par with Braid in terms of totality, that is, the feeling you get from Braid that every tiny bit is designed and given a lot of thought so as to make the game feel complete in every aspect, but its gameplay is very interesting. Whereas in Braid you manipulate time, in AYIM you manipulate gravity. You must complete puzzles and levels by rotating your screen, hereby manipulating gravity, or the gravity orientation vector to do so, all the while controlling your speed and momentum (which are kept and increased during rotations as you fall).
It's definitely not a groundbreaking game, but it's another good example of how you can effectively redesign the platformer genre to produce interesting games.
http://www.youtube.com/watch?v=DTXrkGFXi8ghttp://www.youtube.com/watch?v=1QLp7q18iZk
P.S.: Before anyone complains, this is nowhere as good as Braid; I was simply comparing it because it also innovates in terms of gameplay in the same way Braid did for the platformer genre; in all other aspects, it is nowhere as good or complete as Braid.
You control a 2D, papier-mâcher character whose sole goal is to complete each level. The levels (at least, in the demo) are short and simple, but require some thinking. Nothing especially hard, though I've only played the first two levels.
It's not on par with Braid in terms of totality, that is, the feeling you get from Braid that every tiny bit is designed and given a lot of thought so as to make the game feel complete in every aspect, but its gameplay is very interesting. Whereas in Braid you manipulate time, in AYIM you manipulate gravity. You must complete puzzles and levels by rotating your screen, hereby manipulating gravity, or the gravity orientation vector to do so, all the while controlling your speed and momentum (which are kept and increased during rotations as you fall).
It's definitely not a groundbreaking game, but it's another good example of how you can effectively redesign the platformer genre to produce interesting games.
http://www.youtube.com/watch?v=DTXrkGFXi8ghttp://www.youtube.com/watch?v=1QLp7q18iZk
P.S.: Before anyone complains, this is nowhere as good as Braid; I was simply comparing it because it also innovates in terms of gameplay in the same way Braid did for the platformer genre; in all other aspects, it is nowhere as good or complete as Braid.