Introduction 

Limbo is a video game developed by independent game studio Playdead and was originally published by Microsoft for the Xbox 360. Playdead refined and expanded on the success of Limbo with their next game Inside which is also a puzzle platformer in a mysterious, dangerous, and haunting setting. I chose to dive into Limbo because it has become an inspiration for a small game project I am currently developing in Unity.  

Screenshot of Limbo gameplay

Background and Foreground 

The background and foreground of the game are stunning and really help to generate the haunting and in many cases disturbing setting. The pitch back foregrounds the player traverses utilizes detailed outlines to convey traps and items to the player. The background works as a tone setter but also to help define the outline of the foreground with its illumination and fog effects. The mixture of colors in the game itself of white, all shades of grey, and pitch black all create a haunting setting. These are all elements I am trying to use myself in a small game project but with the use of more color in the background.  

User Interface and Experience 

The UI/UX for Limbo is very basic but fits the theme and tone well. An example is the menu which appears on the left-hand side of the screen and shows the game in the background that is shaded out a bit. The menu is simple with only a few buttons specifically resume, start new game, load chapter, and settings. Lost in the simplicity is the highlight effect that the text for each button or menu option. Also, the Load Chapter option has a simple but effective system of allowing the player to load into the game at any checkpoint they’ve been through already.  

Screenshot of the pause menu in Limbo

Gameplay 

Limbo gameplay is extremely simple but equally intelligent. There is movement left and right, a jump, and a grab/interact button. With those three controls the game manages to build some complex but logical puzzles, and some thrilling and intense moments trying to dodge the big bad monsters. The player moves from one complex of scary puzzles to the next, each one introduces some new mechanic such as raising and lowering water levels or pushing around carts. Overall, the gameplay is simple, but the smart puzzles mixed with the strong setting themes and monster designs make the game thrilling.  Since the game is centered around deadly puzzles and traps, and also platforming the player feels accomplished each time they solve a tough section of the game.  

Inspirations 

This game truly is an inspiration to all indie game developers and any aspiring game developers. It was a massive success and so was its sequel. As stated in the opening section this game has already inspired me to begin trying to implement similar foreground and background styles to my own projects. Although it’s harder than I initially thought to implement it still is something to strive for. Also, the puzzle and trap system are elements I hope one day to try and replicate, a smart system where it teaches the player how to do each section as they try and fail until the lightbulb turns on and they realize how to solve the puzzle. Playdead made an indie smash and a small game developer masterpiece that serves as an inspiration to all small and beginning developers.  

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