Braid starts off as a simple 2D, side-scrolling platformer (much like the original Super Mario Brothers), except that you can reverse time when necessary to redo sections.
It becomes more interesting when you start finding objects in the game unaffected by your time changes; say, a door. Then you can use a key to unlock a door, rewind time and use that same key to unlock a second door, while the first door remains open.
Each world has a different gameplay element related to time, and some of the levels are really puzzling. For less experienced gamers you may also have a bit of challenge occasionally when you know what to do in a level but don't have the skills to pull it off, but most levels are easy enough to beat once you figure out the trick.
The art is wonderful and the music is extra wonderful. Also, there's a really interesting plot that ends up in a different place than you expect, but I might spoil if I say too much.
Finally, the entire game is an independent effort by a single developer (Jonathan Blow) who brought in David Hellman to do the art and licensed music from Magnatune.
Anyway, it's only 800 Microsoft Points (MSP), which is $10 US, and well worth it.
Braid. Technically, it's more of a puzzle game. Less technically, it's one of the most beautiful and thought-provoking indie games of the past decade.
It says "Windows PC" on the website but I can guarantee there being a Mac version. It works on MacOSX on Steam.
Just be careful to not let it be a burden to your progress.
Hand-drawing everything might be cool, but might require too much work sometimes, and might even delay your game release. Also consider how easy/difficult it will be to fine-tune portions of your level for gameplay purposes, and remember that aligning some platforms to a grid (or to a fixed well-measured distance) might be helpful when considering the jump height and distance.
LOVE seems to have a mix of tile-based gfx and unique gfx. Even Braid had hand-drawn gfx and hand-built levels, but it had reusable assets that could be combined.
Still, wanna go fo "handmade" maps? Great! Awesome! Go for it! Just don't go blindly. ;)
This is what you need to do: find Jonathan Blow, creator of Braid, tie him to a chair, and beat him over the face with your artwork until he includes it in his next project.
Shit's motherfucking beautiful.
I already knew all those things o_O
Recently Braid made me realize that in some cases, my brain is incapable of thinking beyond the way it has been conditioned to.
Specifically getting this puzzlepiece
It's possible to innovate on those basic game elements. After all, people are still putting out innovative platformers, like <em>Braid</em>, <em>Canabalt</em>, and <em>n</em>. Surely the FPS genre hasn't already exhausted every intriguing variation on its basic premise, right?