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THE GAMEPLAY

PRODUCTION MATERIALS

Out on a Limb's core gameplay is comprised of large-scale, multi-layered puzzles with the goal of challenging the player to consider their environment and interactions carefully, contributing to an engaging and immersive virtual reality experience. In order to create complex puzzles and spaces, the overall design is broken down into individual puzzle modules which have been placed strategically within levels and are linked together in a variety of ways. Each level found within Out on a Limb was designed by first planning out desired puzzle modules, objectives, and mechanics, and then by fleshing out environmental traits, such as size, shape, flow, and, more specifically, how the player will progress within them.

PUZZLE MODULES

POWER CELL

Power cells are the source of power for various components throughout the game and are a key aspect of the puzzles that the player is required to solve. These cells allow the component they are linked with to become active and interactable. Cells may be moved between different modules in order to power the correct item at the correct time.

POWER RECEPTACLE

Power receptacles are the link between power cells and other puzzle modules. Each receptacle correlates to a specific module. Upon receiving a fully charged power cell, the receptacle provides power to it's counterpart, allowing it to become active and subsequently interactable.

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POWER GENERATOR

Power generators allow the player to recharge a dead power cell. A common challenge across the puzzles is allocating a limited amount of power across many modules. Players must choose carefully when and where to distribute power in order to progress.

DOOR

Doors within Out On A Limb have a unique role in the game by acting as a segway between different sections. Doors require power to be opened  and thus the goal in the player's mind ,ust always be to find a door, and provide it with a charged power cell in order to gain access to the next section.

FAN

Fans hold a similar value to doors within Out On A Limb by providing an obstacle for entry to another section of the game. Fans however must be powered down or stalled in order to pass through. 

SPINNING DISK

The spinning disk provides a more challenging barrier to players attempting to pass through. Only a small portion is availble to warp through at any one time, thus players must be strategic with their timing. 

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BUTTON

Buttons are linked to various puzzle modules as well and are the interactable method with which the player may enable or disable the components. Buttons require power in order to operate and so the player must determine how and when the button should be pressed to achieve their goal.  

CRATES

Crates provide a variety of functions within Out On A Limb. These modulea are simple yet useful as they may be moved around, stacked, stalled in place, and interacted with to help the player navigate a space or accomplish tasks, even from a distance. 

PLATFORM ON RAILS

Platforms on rails are flat surfaces that the player may manipulate along predetermined paths throughout the environment. These provide a means of navigation, transportation of other puzzle elements, and can provide hints as to where the player may want to go next within a given space.

PUZZLE MODULE VFX

DAISEY

Throughout Out on a Limb the player is accompanied by an instructional A.I. system named Daisey. Daisey uses a combination of voice-over lines and motion graphic visuals to help the player learn their abilities, to deliver narrative exposition, and to provide general instruction on what is required at each stage of the game. She takes the form of several monitors attached to a robotic arm; allowing her to move around the facility alongside the player and animate herself to best suit the player's needs. 

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