Limbus Company

Limbus Company is very weird, and just a bit nuts.

Authors Note: I’ve played more Limbus Company since this writeup, and I’ve realized a few things I said were incorrect. You can read those corrections here. I’m leaving this writeup as is though, in order to preserve my initial understanding and perspective.

It would make sense that after 10 hours of Limbus Company, I would have a strong feeling on whether or not to recommend it. Thing is, I really don’t.

Limbus Company is fascinating. It’s unlike any other RPG I’ve played, and it’s tonally different than any other F2P game I’ve played. But its F2P mechanics, poor tutorials, and awful information display make it a very tough sell.

Side Note: I saw someone mention that you need to be a rocket scientist to understand this game. I asked my friend who worked at NASA to try it, and they completely bounced off it.

Limbus Company is a game from Project Moon, a Korean indie game studio. Project Moon’s other games include Lobotomy Corporation and Library of Ruina.

All three games share the same world and story. I mention this because I will be talking about Limbus Company’s story, and that means general spoilers for the other two games. Sort of.

It’s a bit hard to explain. Much like the rest of Limbus Company!

Story and Art

Limbus Company has a strong visual style. I’ve always really liked 2D images in 3D environments as a design choice, and it’s done very well here. The story is unusual, and tonally a bit wonky.

The 13 incredibly poorly adjusted and mildly sympathetic whackjobs the player has to lead.

For reference, the game opens with the player character cutting off their own head and replacing it with a clock. The individual story arcs run the gamut from “Haha, weird,” to “What the ever loving fuck.”

Notable moments in the first category include a casino run by people in Mariachi outfits who fight with maracas.

Notable moments in the second category include a sympathetic NPC being gutted and worn like a flesh-suit. By a giant apple.

Anyway, game mechanics. Let’s talk about game mechanics.

How Limbus Company Works (I Think)

I want to know who plays this shit on a phone.

I’m going to try to explain how Limbus Company works. If you don’t care, you skip this bit. The extra knowledge is useful for deciding if you’d like the game, but not necessary for me to explain my problems with the game, which I’ll get to in a bit.

Limbus Company is a combat game. The player controls a group of characters (sinners) in fights against enemies and abnormalities. On a given turn, the player chooses from two available cards and builds a chain of cards across the characters they control.

Cards have: Power, Coins, Damage, Attacks, Damage Type, Sin Type, and Count. Power determines who wins Clashes, but only after Clashes are resolved by flipping the Coins. There’s a secondary value that determines the increase to power based on the number of coin flips that land heads during a clash or one-sided attack phase.

Damage is the amount of damage inflicted. I think. Honestly not sure. Attacks are the number of attacks to be inflicted on the use of a card, or that will be used for resolution of Clash during a Clash. However, it’s important to note that Sanity has an impact on Coin flip resolution, increasing or decreasing the rate at which you flip heads. This makes the Coin Flip not actually a coin flip.

Damage Type is the type of damage inflicted. There are three types, which are modified by enemy resistance, but also change if the enemy is staggered or panic based on their sanity. Abnormalities though, don’t have sanity, and cannot be panicked.

Sin type determines resonance and absolute resonance. In addition, resolving an attack of a given sin type grants Sin that can be used to activate Ego.

Count determines how many copies of a card are in a sinners deck.

If this doesn’t make sense to you, good. Because I’ve played 10 hours of this game, and I don’t get it.

Anyway, combat! Combat is against either abnormalities or everyone else. In fights against abnormalities, individual abnormalities and body parts of the abnormality can be targeted, but in general fights, characters pick targets on their own.

Game Modes

Limbus Company has multiple game modes. I’ve only unlocked a few of them, but most are just “do combat, get different resources.” However, there is one mode that’s very different, and that’s the game’s mirror dungeons.

Yes, it’s a simulation run. I’m not wasting energy to get a screenshot.

Mirror Dungeons are semi-randomly generated path of various encounters, similar to a “run” in Slay the Spire or Inscryption. The characters are reset to start at level 10, and after winning a fight, there’s a reward of either a random item in the vein of Slay the Spires artifacts, or the ability to level one of the current party members up.

Personally though, I’ve found that Mirror Dungeons got stale fairly quickly. Because there’s no reward for experimenting, and Limbus Company is F2P, I usually just ran more or less the same team, and picked safe options.

Story mode has something similar. While 90% of the story is a set of single linear combat encounters, the mission of each story chapter is a large non-randomized dungeon. These have been some of the more interesting parts of the game for me so far, and feel more like playing an actual video game than a free to play game with a gacha system.

The Collision of Money and Mechanics

There are two large pain points I have with Limbus Company. The first is that the game did not spend enough time and detail explaining the aforementioned combat systems, and doesn’t display in-game information in an easily accessible way. The tutorial is brief, and while not unhelpful, is overwhelming. I had another friend download and try the game to confirm that it wasn’t just me being stupid, and they had a similar level of drowning in information.

While bad onboarding and scaffolding can be a problem with games, it’s not one that necessarily turns me off. As perusing this blog for any length of time will make quite clear, I am willing to play games with janky or unexplained systems. I will play games that are horribly broken. I will play games that are in a language I can’t speak or read.

But learning a game’s systems by experiencing them requires me to actually be able to play the game. Limbus Company is F2P play, which means it has an energy point system. As with every energy point system ever, it boils down to the following core loop:

  1. Spend Energy to enter levels
  2. Get more Energy over time, or by spending real money.
  3. There is no three.

I mentioned in my Arknights writeup a while back how much I liked that the game had a parallel energy system that gave free tries at clearing levels without any rewards.

A system like that is exactly what I want in Limbus Company. Something that lets me play the game, experiment with builds and try to figure out the incredibly obtuse systems that make up combat without “wasting” my energy on fights I can’t clear.

Right now, I felt discouraged from actually experimenting with the game’s mechanics, unless I hit a wall and had no other way forward.

Conclusion

Limbus Company has a compelling, if occasionally frustrating, story and solid art. The mechanics are interesting, and I wish I understood them better, or that they were easier to learn by playing.

If you’re looking for a F2P game, you could certainly do worse then Limbus Company. But enjoying it requires a high level of patience and tolerance for what initially feels like esoteric bullshit.

Limbus Company can be played for free on Steam, and also on phones. I suggest you avoid playing it on your phone unless you have an electron tunneling microscope so that you can actually read the text.

Don’t Die, Collect Loot

Note: This writeup is about an EARLY ALPHA. The mechanics are great, but it’s still buggy, lacking content, and polish. And when I say alpha, I do mean alpha. Not “Steam Early Access.” But it’s also the best thing I’ve played this week.

Don’t Die, Collect Loot is a combination of Vampire Survivors, and Diablo. And it is absolute brain cocaine. If this was a chemical substance, the DEA would have already found the creator, kidnapped them, and brought them to some sort of black site.

Fortunately its perfectly legal to distribute on itch.io. I don’t know how much I’ve played, and I’m not sure I want to. But let’s talk about the mechanics first.

Don’t Die, Collect Loot is an ARPG and Roguelike. Prior to starting a run, you set up your equipment and skills. You then select a map to run (right now there’s only one), a difficulty, and head on out into the world.

The map scrolls, so at least at the start, just staying on the screen making is one of the obstacles to survival. As you kill enemies, you’ll level up for the run, and each time you level up, you’ll be presented with a set of three upgrades to choose from. These can be for various skills that you have, or just general purpose buffs to HP or resists.

Getting stuck behind a random tree you failed to notice is a depressingly common way for runs to end.

You go until you die, or until the game breaks somehow. Right now, it’s mostly the second one. Again, alpha build.

Right now, I’d consider the game to be fairly bare bones. There are only two classes, one map to run, a single boss with 2 mini-bosses, and a decent skill tree. That said, the game manages to capture what ARPG’s are all about: making builds where you click once and everything on the screen explodes.

And despite its bare bones state, and despite the fact that I’ve lost multiple 30+ minute runs without getting any items whatsoever to bugs, I cannot stop playing it. It’s almost hypnotic. It strips out almost every vestigial part of the ARPG gameplay loop. No fetch quests, no annoying story. Just murder everything in front of you, and acquire treasure. The game’s name is a perfect encapsulation of what you’re trying to do: Don’t Die, Collect Loot. That’s it. That’s all that really matters.

If you want to play the game, you can find the current Alpha here on itch.io, and you can find the Steam page here. Now if you’ll excuse me, I’m going to see if I can max Inferno without making the game break.

Pedigree Tactics

I’ve been trying to write about Pedigree Tactics for a while. I wrote a few initial drafts, but they all sucked. Perhaps the difficulty is in the fact that I already wrote my review here on Steam. It was fairly critical, noted a variety of difficulties and bugs, and asked the dev to reach out to me.

And then they did! We had a good chat, I repo’d a variety of bugs in a one hour video I made, and now I’m here. Trying to write a honest and fair review about a single-person passion project.

Pedigree Tactics is single player tactics game in the vein of Disgaea. It’s fairly short, and the main reason to play it is to engage with the unique monster fusion mechanic.

The standard start of a battle.

The game consists of levels with 3v3 monster battles, and the goal is to knock out all opposing monsters. There are 23 levels, and beating the whole game took me about 3 hours each time I played through it.

Let’s just get the rough bits out of the way. The art is jarring; it mostly suffers from dissonance between the crayon-drawn monsters, video game maps, and attack effects. The sound effects and music exist. I’ve seen more tonally consistent sexy calendars than this game’s story.

The family tree of the glorious hustling Melonator.

That said, it does have an interesting core mechanic in its monster fusion system. Briefly into the game, you unlock the ability to fuse any two monsters together. This mutates them into a new monster, and gives the resulting monster access to the move pools of both the result, and the “parents.”

It’s interesting to try to puzzle out some of the monster combos. But the fun mostly comes in making incredibly busted monsters. My personal favorite trick was to have one monster spam stacking self buffs. Then I’d have another monster use its action to give the first monster extra turns. And after that, I’d have the first monster spam map clearing AOEs.

This fusion system and the fun you can have with it, giving abilities to units that really shouldn’t have them, is the heart of the game’s fun for me. It is somewhat unfortunate though that the rest of the game isn’t as appealing.

If you’re curious about Pedigree Tactics, you can find it on Steam here. I don’t exactly recommend it, but it’s weird and unique. And that made it worth experiencing for me.

Editor’s note: I don’t know what this cursed drawing is doing here, but I enjoy it.

Dungeons of Mandom VIII

Dungeons of Mandom VIII is compact bluffing board game. Personally I like it quite a lot, though that may be because I won when I played. It’s designed by Antoine Bauza and I WAS GAME, and published by Oink Games.

There are no other games in the Dungeons of Mandom series, but that doesn’t stop me from imaging what they could look like. In all seriousness though, the game is entirely family friendly. Unlike me.

The goal of Dungeons of Mandom VIII is to to be either the last adventurer standing, or the first adventurer to complete a dungeon twice. However, this is a bluffing game, not a dungeon crawler.

This is first obvious in hero selection. Instead of each player selecting a character, the group as a whole has a single hero between them. Heroes come with their equipment, but because this is the 8th Dungeon of Mandom, that equipment is likely going to be stripped off, in order to prove how manly you are.

There’s flavor in the equipment. Most of the characters have some form of HP boosting equipment, usually a piece of armor, or a shield. However, for the Princess class, this equipment takes the role of a Suitor and a Chaperone giving the fun implication of them being used as meat shields.

The E in fiancé stands for éxpendable

Equipment and hero selection aside though, the meat of the game is building the dungeon! On a player’s turn, they can choose to either pass and drop from the rotation, or to build out the dungeon deck. To build the dungeon deck, they draw a card from a the monster deck, and then make a second choice. They can add it facedown to the dungeon, or they can remove a piece of equipment from the hero, and not add the card they just drew to the dungeon.

The monster deck is made up of a bunch of different monsters, including some special monsters. Monsters each have a number associated with them, which is linked to how much damage they do. There are more copies of the weaker monsters, and only a single copy of some of the stronger monsters, such as the Litch, Demon, and Dragon.

Cool Monster Club – Not pictured: the dragon who’s just too cool.

This is core tension of Dungeons of Mandom VIII. “Do I think that with the remaining equipment, based on what I’ve seen my fellow players do, I can beat the dungeon as it currently stands, or do I need to pull back?” I played one game where another player chose to remove the equipment that hero needed to beat the dragon, and I knew that I’d added the dragon to the dungeon, so I chose to pass.

When one player takes an action, and every player after them passes, it’s finally time for that player to venture into the dungeon, and prove their worth! Or more likely, get stabbed in the face by the Litch for 6 damage and then beaten by goblins.

The exploring player reveals cards from the top of the dungeon deck one by one, either defeating them, or taking damage equal to their value if they don’t have some way to defeat them. If they get through card in the deck, they beat the dungeon, and get a treasure card! If they don’t, they take a hit. When a player takes two hits, they lose and can’t play anymore. However, if a player gets two treasure tokens, they win.

If I have any gripes with the game, it’s that I don’t love the elimination component. I get why it has to be there. Without it, there would never be any reason to not push your luck. But it sucks that you can end up in a position where you don’t get to play anymore.

If the game sounds interesting, you can find it from Oink Games here.

Demon’s Tilt

Authors Note: Demon’s Tilt has ridiculous number of flashing lights and graphical elements. My friends described it as “making their eyes bleed”. So, photosensitivity warning: if you’re photosensitive, don’t play this game. This writeup doesn’t contain any of those flashing images, but the Steam page likely does.

I generally like Demon’s Tilt. That’s not to say that I don’t have a bunch of complaints about it. But the more I play it, the less some of the minor issues bother me. It also might be because I’m writing this on an endorphin high from finally getting a Wizard Mode start, after playing for 8 hours.

Okay, let’s back up a bit. Demon’s Tilt is a digital pinball table for PC. Pinball has become something of my comfort food game for me over the last several months. My pinball obsessions was kicked off by a friend bringing me to hang out at an arcade bar that had several pinball machines. (You know who you are. I very much appreciate the visit.) Pinball has served to distract me significantly from the mild dumpster fire my life has been over the last few months.

I’m not going to go too heavily into explaining pinball as a game. I think it would take too long, and I wouldn’t necessarily do a good job of it. That said, I want to cover the basics and define a few words so I can use them later.

Pinball Basics

First off, basics. Pinball is a game where you try to keep a small ball in play, usually by hitting it with a pair of flippers on a large board (the table) of obstacles that the ball can interact with. Flippers are controlled with buttons, and control is typically binary; the buttons can only be pressed or released.

Letting the ball drop down between these flippers results in losing or “sinking” the ball. Losing all your balls results in losing the game, but you can usually earn a limited number of extra balls during play.

Finally, a few more general notes. It’s often possible to catch the ball by holding down a button, and letting a ball come to standstill in the clutched area between the lane and the flipper. This is called cradling. In addition, it’s often possible to smack the table, and force the ball to move in ways that it otherwise wouldn’t. This is called titling. If you tilt or mess with the table too much, too rapidly, the table will shut down, turn off your control of the flippers, and sink your ball. This is called tilting out.

Anyway, back to Demon’s Tilt

The big difference between Demon’s Tilt and most pinball is that Demon’s Tilt commits to being a truly “digital” pinball, as opposed to a digital simulation of a physical pinball table. It has a bunch of mechanics and designs that simply could not physically fit, or work in any reasonable way on a physical pinball table.

I respect the effort to create and implement these mechanics. Some of them are interesting and work well, and some do not.

The first big difference between Demon’s Tilt and a physical pinball table is it consists of what would traditionally be three separate tables linked together, and you can shoot the ball between them. Only losing the ball on the lowest set of flippers actually drops the ball from play.

Each of the three subsections has its own set of missions that can be completed for score, and to ultimately advance to Wizard mode. I found each sub-table a bit plain. It usually only has one main interactable element outside of the primary missions. There are plenty of interactable objects, but none of them felt meaningful unless they had a jackpot active, or were part of the currently active mission.

This isn’t helped by the fact that as far as I can tell, missions aren’t dynamic, and will always be started in the same order. This means that unless you’re moving between sub-tables rapidly or by mistake, you’ll complete all missions in the same order.

There are two other main digital elements in Demon’s Tilt that wouldn’t be possible in a physical table. The first is a wide variety of small pack minions and mobs that swarm and float across the table. You can remove some of these just by tapping them. Others actively interact with or block the ball. These are generally fine, but don’t feel hugely impactful.

The other is the bullet system.

Demon’s Tilt’s bullets are probably the most unique digital-only mechanic in the game, but they’re also my least favorite. Some table elements can emit bullets, usually in two colors: pink and gold. When the ball hits a pink bullet, it counts as hitting any other physics object, and the bullet disappears. Hitting a gold bullet does the same, except then all existing pink bullets are cleared.

I don’t think the idea of moving temporary obstacles is a bad thing. It’s an innovation that could only work in digital pinball. But the implementation here follows more of a shoot-em-up or bullet hell pattern. That doesn’t’ work because those games are based on having exact and precise control at all times of the player, which is almost the exact opposite of pinball. For many of these patterns, it’s best to just wait them out, rather than to try to push through them.

As a result, I end up just cradling the ball, and waiting for bullets to pass. Waiting like this felt bad. It didn’t feel as bad as hitting the ball into a set of bullets I didn’t see, and having the ball sink because of that. But still bad!

Some quick thoughts before I wrap this up.

Demon’s Tilt has a ridiculous amount of visual clutter. My friends described it as making their eyes bleed. Between flashing lights, effects, bullets, and other junk, it can be easy to lose track of the ball. And that’s with the screen shake turned off, and the table zoomed out. In multi-ball modes, it’s effectively impossible to keep track of balls on different tables.

The ball’s bounces and physics behavior are a bit unusual. The physics isn’t inconsistent, but the ball often behaves in ways that didn’t feel intuitive, at least for the first several hours. The top-down 2D view also requires learning the table a bit, as it’s not clear where certain lanes will go on first glance.

The music is quite good. I think there are only 3-4 songs, but I still enjoyed them.

Ultimately, I enjoyed Demon’s Tilt, but I wouldn’t recommend it to anyone who isn’t already into pinball, and who isn’t also willing to experience some weird shit. The attempts at implementing digital-only mechanics are respectable, but don’t always pan out. There’s a lot of visual clutter to the point of impairing gameplay, and the game’s physics model can feel janky.

Demon’s Tilt is $20 on Steam. There are some interesting mechanics worth experiencing, but the price is a bit steep for a single table. Still, if you’re looking for an interesting pinball experience, it might be worth checking out.