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Just to correct you, Braid didn't succeed because it was a "pure puzzle game." Braid has an absolutely incredible story and milieu -- stunning art and music with a sad, beautiful ambiance. It helped that the puzzles are great, but I'm sure many crappy mobile games have puzzles. Braid has soul.

You might as well say that Portal succeeded because of its puzzles. I mean, Portal IS a puzzle game even more than Braid is -- but what matters is the atmosphere, the immersion, and the story. Why not compare Lord of the Rings to a hiking manual while we're oversimplifying art.



Not sure why you were downvoted — this is pretty true. At the very least, it's hard to argue that the art in Braid was absolutely top-notch for platformers at the time.

I also have to say, though, that Braid was remarkably fluid for a puzzle game. What I mean is that instead of having to stand in one place and suss out each puzzle in your head, you were compelled to experiment with the game world, internalize the rules, and eventually intuit each solution. In the end, I believe I only had to "work out" a handful of puzzles in the entire game. (Contrast this to a puzzle game like Sokoban, where you pretty much have to logic out each screen. I hate those kinds of games!)

With that said, it looks like The Witness is going to be a much more cerebral puzzler.


I completely agree. I miss playing more games like that.

Some 6 months ago I decided to learn how to draw pixel art to make one myself. I should have a playable demo out in a couple of weeks. You can track my progress on my twitter account (@mbabuskov).




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