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>Improving gimmick intuitiveness:
>Right now when you read the gimmicks, its shown as a passive and its hard to tell what to read first. The design teams want to add more but it just gets longer.
>We aim to add these passives based on which are the most important.
>When we clash, which skills do we need to clash first, and which do we need to win or lose? SOmetimes our brain stops when we’re thinking this.
>For this, we will show whether the clash is important to win or now.
>It may still be difficult.
>We will stick with 1 difficulty for the story. Limbus company is a game where the story and setting is important, and we want to represent the strength of enemies from the gameplay.
>It was planned for people to retry multiple times to show this.
>For those who want to just experience the story and are having troub;e with the fights, we plan to add a continue mechanic, like adding a coin to an arcade machine, for both free/paid lunacy.
>Right now when you read the gimmicks, its shown as a passive and its hard to tell what to read first. The design teams want to add more but it just gets longer.
>We aim to add these passives based on which are the most important.
>When we clash, which skills do we need to clash first, and which do we need to win or lose? SOmetimes our brain stops when we’re thinking this.
>For this, we will show whether the clash is important to win or now.
>It may still be difficult.
>We will stick with 1 difficulty for the story. Limbus company is a game where the story and setting is important, and we want to represent the strength of enemies from the gameplay.
>It was planned for people to retry multiple times to show this.
>For those who want to just experience the story and are having troub;e with the fights, we plan to add a continue mechanic, like adding a coin to an arcade machine, for both free/paid lunacy.
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