A downloadable game

“Limit” was created with a priority for unique blends of gameplay and information mechanics. To me the standout feature is its inventory-as-health, where the player’s health is directly tied to their carried items, creating a balance between risk and resource management. This is further complicated by platforming elements paired with the freedom of a jetpack, enabling a multi-faceted approach to exploration and combat.

This balance hinges on the interplay of inventory, ability resources, and quests. These elements are interconnected through the inventory; quests take up their space as items, and abilities (such as the jetpack) rely on the resources stored within, each affecting one another, to the point quests can be wielded as weapons. This synergy demonstrates my desire to represent ideas through systems.

Throughout Limit’s development, my greatest improvement towards learning the Unreal Engine was in utilizing interfaces and widgets. These tools were instrumental in creating the game’s interactive elements, being the system's foundation. This project is a testament to the skills and hopes I had at the beginning of my journey into game design and how they have grown.

Current State:
- Still uses default visuals.
- Goal is to reach the top of the tower - surviving the boss is this prototype's objective
- Bottom entrance to that tower is bugged - take the top route
- Killable Enemies yet to be added

Keyboard Controls:
- Movement = WASD
- Jump = Spacebar
- Cycle Selected Inventory = Q/Left | E/Right
- Throw Selected Item = Left Click
- Use Selected Item = Right Click


Download

Download
Limit.zip 555 MB

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