Mr. Condyle's Escape is a good example of the principle that one way to create innovative games is to take mechanics from different game styles and cross them. In this instance, Pierre is creating a platformer -- but one that is turn-based, not based on interface mastery.
A set of tools allow you to plan Mr. Condyle's motion -- moving left or right, waiting, or jumping. Once you have decided on a course of action, you click a "play" button. Mr. Condyle does each action in turn -- and, in turn, cannons fire, platforms move, and so on. In other words, at first you simply try some actions, and watch them play, getting a sense of the timing (cannon 1 fires on turn 2 and every other turn thereafter, for instance). Inevitably, the first time you try to complete a level, you will fail, because you don't understand the timing of events; and it is likely that multiple attempts will be required before success.