Rewind to Solve
Mistakes rewind away, but the trick is what the rewind doesn't touch.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Information · Timing · Planning
No.254Braid, Anniversary Edition01The core loop
Action → feedback → next choice- 01Act and observe
- 02Rewind time
- 03Exploit what's unaffected
- 04Create a new outcome
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
A key falls into a pit next to the door it opens; the key ignores rewinds.
- T2
Turn 2 · The player chooses
Let the key ride a platform down, then rewind the platform up while the key stays.
- T3
Turn 3 · The feedback
The key rests within reach below while the platform is back up top.
- T4
Turn 4 · The next decision
Carry the key up on the platform and open the door.
How it plays
Players can rewind or scrub time at will and the world reverts. Puzzles introduce exceptions: objects immune to rewind, or time that flows with movement. Understanding the exceptions is the puzzle.
What the player weighs
- Rewind and retry or push forward to observe
- Keep an object's state or let it rewind too
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Braid, Anniversary Edition
Players can rewind at any time, and each world adds a twist, such as green-glowing objects ignoring rewind or time flowing as you move left and right.

The Gardens Between
Players don't steer the characters directly but scrub time back and forth, moving two friends along a fixed path and interacting with objects at key moments.
The difference worth noticing
Braid layers rewind on top of platforming; The Gardens Between makes the timeline itself the only control.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Rewinding one stage of a production chain reclaims its inputs while products already downstream remain, letting you rebalance the line.
Prototype this combo in Yoroll→Follow the next idea
Push Without Getting Stuck
Boxes push but never pull; one wrong shove can wedge them for good.
- Prototype complexity
- Who plays
- Solo decisions
- 01Study boxes and targets
- 02Plan push order
- 03Push and watch for dead ends
- 04Undo or solve
Learning Rules by Looking
No manual, only panels; each solved one teaches a new rule.
- Prototype complexity
- Who plays
- Solo decisions
- 01Meet a new symbol
- 02Try and fail
- 03Infer the rule from easy panels
- 04Apply it to harder combos
Item-Filtered Transport
A mixed item stream needs filter rules to send each thing to the right place.
- Prototype complexity
- Who plays
- Solo decisions
- 01Spot a mixed stream
- 02Set filter rules
- 03Items sort into routes
- 04Handle overflow and strays



