The Development of Indie Game LIMBO
Have you played LIMBO before? This indie game changed the games industry in many ways when it was first released and is one of the most prolific indie success stories in the digital age of video games. Its development wasn’t a smooth journey, starting from the mind of a single designer before undergoing a long journey to completion.
How LIMBO Was Made and Why The Creator Regrets Its Development
Watch through this documentary carefully and answer the following questions.
Playing on his parents farm, Exploring the forest, and a keen interest at small critters and insects |
Due to his dissatisfaction with his job at IO interactive. He started making LIMBO, as his solo passion project, a place |
A point and click adventure game |
Limbus, the latin word that influenced Arnt as it meant “edge” or “boundry”, closely associated with hell. |
With the making of a small cinematic trailer, it went viral as this unique monochromatic indie project, attracting many publishers and people that want to collaborate with it. Arnt was scared that people would take away his “passion project” and make it more commercialised. |
Empowering Creativity |
Allow for rapid Iteration |
Grants from the Danish Government |
Arnt’s and Dino’s own pocket money |
If two puzzle mechanics looked vastly different, but had the same or similar enough underlying solution strategy, then the better one would be picked. It had to be constantly unique, and fresh for the player, if something seemed monotonous, it would be stripped out. |
The game was iterated with multiplayer, co-op and other game elements. An inventory system was thrown out. |
Lessen the amount of physics based puzzles. As realistic physics might require the player to do 100 tries to get the correct outcome intended by the devs. |
Tissue Testing being that they would observe a player playing the game for the first time without any guidance, the less they know, the better. 150 separate testers. If say, multiple new people kept failing the same puzzle, back to the drawing board or scraping it all together. And if it was solved in the incorrect solution, they would get attached to the idea that they need to solve future puzzles in the similar or same manner. As there were no tutorials, no explanatory text, and needed to learn by experimentation. Keeping puzzles and environments simple was always needed. So learning by dying became the method for which players would learn, as if they jump off a cliff and die, they would learn to not do that. |