Sunday 22 January 2012

Limbo

Limbo is a game that shows what can be done with restriction of design elements. With simple game mechanics, and only a grey-scale colour palette the developers have created a compelling game. Limbo shows that great design can come from simple elements. I particularly like the poignant pause when your avatar dies (though this can get frustrating if death occurs too often).




Minor annoyances include a complete lack of mouse support without any visual indications that mice aren't supported. If the mouse isn't going to be used in a game that's fine, but put some kind of sign or instruction on the menu, introduction, or similar. Likewise a user shouldn't have to go into the options and settings to find out what the controls are, a simple on-screen icon on the menu screen would have been sufficient. This is particularly problematic with the action button because there is no visual feedback of a successful button push unless if your avatar is in a certain set of contexts. This was caused frustration for me as I started out trying to play on the Mac using a Windows keyboard, and I wasn't sure which button actually worked as an ALT key. Strangely missing is the use of WASD for up-down-left-right movement, which is a standard gaming control scheme.


Anyway, many small niggles but a beautiful, mildly quirky game, that is a good example of a great design driven by self-constraint.


I've not finished the game yet. I'm hoping that the end seamlessly loops back to the start, to provide a never ending futile and never explained journey. Perhaps that's just me though.

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