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L1MB-0

​'Bo' is on a mission to find someone important, someone, whom he cannot quite remember. Along the way, Bo finds other robots who are in need of help. Should he stop to help the other robots? Or keep the more powerful parts for himself?  

Give it a go!

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My Involvement

​L1MB-0 is a rogue-lite bullet hell game where you play as a robot on a mission to find an unidentified character. At the start of the game, the player knows they’re looking for someone, but it is never started who that is. As this was a game made in 48 hours, only one of the 3 tiers that were originally designed were implemented, and all of the robots were put in the same tier to showcase the storyline and main mechanics. My role within this team was level designer, mechanical designer and I implemented the narrative elements within the game (the cutscenes and music).  

Development Screenshots

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Level Design

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Initial, hand-drawn design:

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This was a rough sketch of one of the rooms for the outer tier. I made sure to have a section of the level that the player couldn't reach without using their boomerang-arm mechanic.

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Digitalising/greyboxing:

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After I was happy with the hand-drawn designs, I created the colour blocked levels with simple icons. The skull icons represent enemies, the arrows represent their paths, the battery indicates a power pick-up, and the character represents the spawn point for that room. I created 13 levels, so I kept them simple.

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Polishing and Implementing:

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This was the final level design after it had been implemented. The artist used my greyboxed level as a template to draw over. We decided on floating enemies rather than path-following enemies at this stage. 

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After this, we implemented the UI and bug tested before submission.

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