Posts filled under #braid

Sata renk dnda nativebase

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Guten Abend  Hier sind di

Guten Abend Hier sind die nchsten Flechtfrisen von @lulu_hsslbrth Na welche Variante gefllt euch besser? Links oder rechts? Fr mich sind die franzsischen Zpfe im Training am optimalsten! Das ist auch die einzige Variante, die ich selbst kann also rechts Wie tragt ihr eure Mhne Mdels (und Jungs Glatze und hoch gelen?) ? Ich persnlich finde es immer furchtbar, wenn manche #fitnesschicks die Haare offen haben also entweder die schwitzen nicht oder bewegen sich nicht oder beides #fitnesschick #fitness #gymfrise #hair #hairstyle #instahair #TagsForLikes #hairstyles #haircolour #hairdye #hairdo #haircut #longhairdontcare #braid

Back Home, But With The H

Back Home, But With The Heart Still Here. [] Tornata ufficialmente a casa, ma con il cuore ancora qui. Per fortuna ho ancora 5 giorni di ferie altrimenti mi sarei impiccata nel tornare Comunque cerco idee per un viaggio ad Ottobre quindi spremetevi il cervello e datemi tutti i vostri lampi di genio, per adesso abbiamo in ballo: Lanzarote Malta Ma non sono convinta, per cui non limitatevi a posti di mare Grazie in anticipo #Quandosistavameglio #me #girl #woman #italian #body #bikini #braid #style #fashion #nature #sky #horizon #sunset #sea #beach #explore #gargano #vieste #travelphotography #instagood #picoftheday #phootooftheday #bestoftheday #awesome #beautiful #instagram #instagramers

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Yay or Nay?
Follow @modis

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My bride had a good amoun

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An extract on #braid

The basic story elements unfold as the protagonist, Tim, attempts to rescue a princess from a monster. Text passages laid throughout the game reveal a multifaceted narrative, giving clues about Tim's contemplations and motivations. The game features traditional aspects of the platform genre while integrating various powers of time-manipulation. Using these abilities, the player progresses by finding and assembling jigsaw puzzle pieces. Jonathan Blow designed the game as a personal critique of contemporary trends in game development. He funded the three-year project with his own money. Webcomic artist David Hellman drew the artwork, which underwent several iterations until it satisfied Blow's vision. A preliminary version of Braid without the final artwork won the "Innovation in Game Design" award at the 2006 Independent Games Festival; the final version received additional accolades. The game received highly positive reviews from critics, eventually becoming the highest critically rated title on Xbox Live. Some reviewers, however, criticized the game's price relative to its length. Braid was seen as a keystone title in the growth of indie game development since its 2008 release, and Jonathan Blow and its production were documented in the 2012 film, Indie Game: The Movie. The game, as of 2015, had total revenue nearing $6 million, which Blow used to fund his next game, The Witness.

Braid is played by solving physical puzzles in a standard platform game environment. The player controls the protagonist Tim as he runs, jumps, and climbs across the game's levels. Tim jumps and stomps on enemies to defeat them, and can collect keys to unlock doors or operate levers to trigger platforms. A defining game element is the player's unlimited ability to reverse time and "rewind" actions, even after dying. The game is divided into six worlds, which are experienced sequentially and can be entered from different rooms of Tim's house; the player can return to any world previously visited to attempt to solve puzzles they missed. Each world has its own time-based game mechanic: 2. Time and Forgiveness plays as an ordinary platform game, except that the player may rewind time to undo their actions. The section includes several challenges that would be unplayable or unfair in an ordinary platform game, but become feasible when the rewind mechanic is available. 3. Time and Mystery introduces objects surrounded by a green glow that are unaffected by time manipulation; for example, switches will remain flipped even if time is rewound to before the action occurred. Rewinding can thus be used to change the synchronization between objects that can and cannot be rewound, the basis of many puzzles in this section. This theme is also used in later worlds to denote objects unaffected by the player's time manipulation. 4. Time and Place links the passage of time to the player character's location on the horizontal axis. As the player moves toward the right, time flows forward, while moving toward the left reverses the flow; standing still or moving vertically will pause time. The player's location must be carefully managed in relation to enemies and objects. 5. Time and Decision involves a "shadow" of the player character appearing after the player rewinds time and performing the actions that the real player character rewound; if the timeline expires, the shadow will complete any initiated falls and jumps but will otherwise stand still before disappearing. Things coloured in violet can interact both with the main character and his shadow at the same time. Puzzles in this section revolve around using this mechanic to carry out multiple actions at once. 6. Hesitance provides the player with a magic ring which, when dropped, warps the flow of time around itself; the closer moving objects (including Tim) are to it, the slower time passes for them. The regular rewind control remains available. The final world is labeled simply "1." In this world, time flows in reverse. Rewinding time returns the flow of time to its normal state. Each stage contains puzzle pieces that must be collected to create jigsaw puzzles that tell the story, and to unlock the last stage. On completing the main game, a speedrun mode becomes available for select levels and the entire game. There are also eight stars hidden throughout the world of Braid that correspond to the stars in the constellation of Andromeda just outside the main character's house.

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