Learn how puzzles are designed in LIMBO by breaking down their design. In this video we discuss the puzzle design of some more complex starting puzzles in LIMBO. We have learned the foundation skills for getting around, now we look at how the designers combined them in different way to make interesting and more complex puzzles. Like the previous video we will go through the puzzles one by one and break down how they are designed. We will look at the objects in the puzzle and talk about positioning, their purpose and how they might mislead you into danger.
All of this is with the goal of helping you learn level design.
Some of the puzzles are much larger also, so we step through how each section is put together and how the designers stop you from doing what they don’t want you to do. There is some discussion about how the designers try to trick the player into making mistakes so they can learn.
We start the video by discussing the some bear traps and how they are placed. We then move on to a cool puzzle with weight physics that needs to be compensated for. After that is a rolling boulder puzzle where we talk about velocity of objects and the player. Then we move onto a large platforming sections where the player doesn’t have all the information they need onscreen, and so the puzzle is designed to slowly allow the player to figure out what they need to do. Lastly we address the mini boss at the start of the game. The giant spider, where we talk about the level design around teaching the player what the boss will do, then teaching them how to beat it.
If you like game design, if you like level design or you are interested in puzzle platformers…This will be a video for you.
This is part 2 of a 2 part series
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