For my level analysis i'm doing the first level of Monument Valley an isometric puzzle game for iOS.
Due to the fact that Monument Valley is an iOS game the mechanics are relatively simple due to limited sources of input. Players can tap on the map to tell Ida where to go, and manipulate the map in a variety of ways. There's pull knobs, rotating cranks buttons and ladders. The game then layers then on top one another and takes advantage of the isometric perspective to create some really satisfying puzzles.
In the second level of the game the player is confronted with a central, rotating crank that moves an L shaped block. The goal is on the upper level but there's no way to reach it initially. The main types of puzzles in this level are Sequence puzzles in how you move Ida and rotate the platforms about.
Players see there's a switch on one side so must rotate the block into position fairly standard procedure. The goal is on the upper level but there's no way to reach it initially. The main types of puzzles in this level are Sequence puzzles in how you move Ida and rotate the platforms about.
After this a new switch appears however this one is a bit trickier to get to.
After backtracking and hitting the other switch it raises the crank to the upper level. At first glance it makes the central platform seem impossible to reach.
Thanks to the games perspective with proper rotation the platform can take you from the lower floor to the higher floor where there's a straight shot to the end.