The Little Indie That Could: LIMBO Goes Big On XBLA

Limbo

     In an interview with Gamasutra, LIMBO level designer Jeppe Carlsen described the challenges that faced his 9-person design team in developing the creepy and extremely puzzling XBLA platformer. Puzzling in that, for the most part, the player has no idea how to proceed through the game.

     Carlsen explained the basic methodology in designing LIMBO: make the player learn by dying (DEMON'S SOULS?).

     "We wanted the player to die a lot in this game," he said. Only through trial and error can the player figure out the puzzles of each level.

     But Carlsen also noted the importance of not entirely alienating the player:

     "It's important that you also treat him nicely...[Players] don't ever really get penalized for dying, it's just how the game plays."

     The platformer's formula seems to have worked like a charm; LIMBO has sold more than 300,000 copies through XBLA, a staggering number for an indie arcade exclusive.




[image via escapistmagazine.com

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