Although David Hellman did most of the art for Braid, Edmund McMillen did some early character designs including the dinosaur. You'll recognize Edmund's style from other gaming.SE favorites such as Super Meat Boy and the Binding of Isaac.
You can see the squat, tie-wearing style for Tim was kept from Edmund's early drawings, though David mentions that he ...
Ok, according to Digital Spy, Jonathan Blow confirmed it's rather cosmetic meaning:
One of the game's mysteries was a stationary cloud positioned beside the castle in the epilogue, which Blow explained has no impact on
"There are Braid conspiracy theorists out on the internet who swear
that this cloud is for something, and the reason ...
You can progress to the next level whenever you reach the end of the current level (no matter how many puzzle pieces you got).
However, to progress to the final level (up the ladder in the house) you will need to complete each puzzle board as each board completed adds another piece of ladder that you will be able to climb.
On the 1st level there are 2 ...
It's been a while -- have you tried jumping on the platform inside the picture? (The one that is itself on the puzzle piece) It might look like just another jigsaw piece, but it'll support your weight just fine.
Move it around until you're able to jump from the platform to the left of the puzzle to the right side of the puzzle. This'll let you reach the top ...
Now, since the green key and the green door are unaffected by your time-reversal ability, once you use the green key, you cannot get it back, and once you open the green door, it won't close again.
You can however, get the normal key back by rewinding time and you can also make previously opened doors shut again, so be careful!
If you use the normal key on ...
Each area in Braid introduces a special mechanism. The first level of each area, The Pit, allows you to experiment with the mechanism, so I would advice you to play around a bit first. That said, the special mechanism for the third region is:
Therefore, the solution to the problem is to:
Here's a YouTube video walkthough if you need any more help.
I love this game so incredibly much, that I went through the 3-4 puzzles again just for you (and even if they're not the right puzzles, I still enjoy playing the game anyway).
There are two puzzles in this level, both involving green-sparkly switches. Stuff that sparkles green means that they are not affected by your time travel.
The first puzzle, as soon ...
This is a good questions, and brings out a few of the subtleties of the visual clues in this game.
Notice that the hunt registers for the monsters appear in two places:
Small ones on the door in the upper right (door a greenish hue)
Large ones centered at the top of the screen (registers DO NOT have a greenish hue)
The large hunt registers centered at the ...
It's an illustration of Simon Stevin's problem. See http://www.lhup.edu/~dsimanek/museum/unwork.htm#stevinprob and https://en.wikipedia.org/wiki/Simon_Stevin#Geometry.2C_physics_and_trigonometry
Simon Stevin's used a perpetual motion machine (or rather, its impossibility) to derive some fundamental laws of mechanics in the 16th century.
An extremely hardcore player of Braid here.
Braid is a very deep game and there are many aspects about the story/gameplay/puzzles/etc that can be either understood, or completely missed.
Getting all the stars reveals a different ending, but this ending is not straightforward at all. It's difficult to tell whether you'd understand what happens after you get ...
Technically speaking, the checkboxes on the door do not need to be there at all. Everything is calculated using the HUD at the top, so all 6 monsters need to be killed without being revived in order to unlock the door. Once the door is unlocked, then it becomes time-independent, which is how the game was designed.
In other words, the issue is not green ...
The second ending just reveals/confirms what you might have thought the story was about if you paid attention (the story that's underneath the whole "Tim is a stalker" story).
If that's worth it to you, then it's worth it, if it's not then it's not. I found that it was worth my time because I also had fun getting the stars.
This is an excellent question, so I've popped open the game to experiment with their behavior.
Based on my research, there are no visible differences between goombas that walk off the edge and those that turn the other direction. Nevertheless there are goombas that exhibit both, which leads me to believe it is simply a hidden property.
I can say though ...
Along with the commentors, I can confirm that tapping the Down arrow will move you back in time, and tapping the Up arrow will move you forward. (As long as you are holding down the Shift, you can switch between using fast-forward and fast-backward as often as you like -- when you let go of the Shift, fast-forward can no longer be used, since the game is ...
I had that flickering, too. Turning VSync off did the trick for me: In Steam, right click Braid, choose properties, then Set Launch Options... and enter -no_vsync there. You can also try -windowed or -30fps. There's a list of Braid's command line switches with which you could further play around.
If you're not running Braid via Steam, first, as Fambida ...