The Design Decisions Behind GREYHAT (Part 1)

In this post, I’m going to talk about several design decisions that I made while developing my debut PC title: GREYHAT – A Digital Detective Adventure. I will touch on the reasoning behind these core mechanics as well as examine what worked, and what didn’t. I guess this post will also serve as a kind of post-mortem. This analysis will also be spoiler free for those of you who have

My Life in Gaming

I made my first game when I was 7. It was a very simple game made in a 40-page school notebook. You traced a path with the back of your pencil through a drawn corridor that stretched across the notebook until you reached a fork in the path. There were often 2-4 choices. You chose a path, and continued by flipping the page. Often, only 1 path would allow you

Limited Games Studios

Leon Lim Creator of Rubber Wrestling and Undead AfterMath Just Released: GREYHAT – A Digital Detective Adventure In GREYHAT, you play as yourself, an infamous hacker-for-hire with skills and abilities that allow you to infiltrate any computer. One day, you complete a job only to discover that you have crossed some very powerful people, and in their revenge, your family pays the ultimate price. To right this wrong you must

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