
Lucky Limbo
Lucky Limbo is a first-person shooter deck builder. The game is set in a mysterious casino filled with monsters where players use a magical deck of cards to fight their way out.
Project Specs
Engine:
Unreal 5
Design Focus:
Combat Design
Duration:
8 Months
Project Type:
Academic Team Project
WIP
Responsibilities
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Designed a core loop focused on the use of cards in real-time first-person shooter action
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Collaborated with our level designer to allow the environment to expand and add to the opportunity space afforded by abilities
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Conceptualized abilities according to different player playstyles and engagement types
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Developed four different enemies to challenge player skills and usage of ability
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Coordinated with UX designer to create an ability pipeline to streamline the process of adding new abilities
An Evolving Moveset
One of the core challenges I am learning to design around is the core move set. Over the game, the player slowly adapts, modifies, and builds up their deck as the game progresses. One of the biggest hurdles in these varying playstyles was designing enemies. If the player has different sets of attacks and abilities at any moment, how do I design the enemies to challenge them? More importantly, how do I have the enemies create fun moments for their build?
Establishing a Goal

These pillars are my core guiding principles for designing both enemies and cards. Using these goals allows me to ensure that the combat system stays homogenous as the game expands and evolves.