Game Mechanics and Game Systems


Systems (Limbus Company)

Combat

Characters

E.G.O

Gacha

Combat Effects

Charge | Resource used by certain skills that can go up to 20, gained from specific skills.
 Poise | On hit, gain a potency-based chance to deal critical damage, reducing poise count by 1 if successful.
 Tremor | Skills apply tremor, when attacked by skills that burst tremor, raise the enemies stagger threshold
 Bleed | Some skills apply bleed, when the enemy tosses an attack coin, take fixed damage by the effect's Potency 
 Burn | Some skills apply burn, at the end of turn apply fixed damage based on Potency 
 Rupture | Some skills apply rupture, at the end of turn apply fixed damage based on Potency 
 Sinking | When an attack hits, take fixed sanity damage by the effect's Potency Makes the player feel smart, putting certain status effects together with each other to cause as much damage as possible  
 Makes the player feel smart, putting certain status effects together with each other to cause as much damage as possible

Combat Basics

Coins | Any skill used has a coin, landing tails will flip the coin and landing heads won't, both triggering the + or - threshold on the skill
Clashing | If enemy clash power is higher, lose clash. If lower, win clash.
Sanity | Sanity can be from –45 to 45, higher sanity equals more chances to land tails, the default being 50% and 45 being 95%. Reaching –45 sanity with an E.G.O that isn't ZAYIN (with some exceptions) will cause them to corrode.
Stagger Threshold | On everyone's health indicator is a bar, once damage goes past this point they will become staggered, unable to move for a turn and take 2x more damage
Stagger + | Stagger + can be reached by doing more damage at a separate bar, making them unable to move for two turns and take 2x more damage
Stagger ++ | Stagger ++ can be reached by doing more damage at a separate bar, making them unable to move for two turns and take 2x more damage
Potency | The amount of a status effect under a user
Speed | If speed value is higher, act first.
Makes the player feel nervous, as despite it having strategy, it can also feel luck based at times.

Combat Skills

Defense | Threshold set, if clash power higher than threshold, defense broken, if not, damage lowered. 
 Dodge | Threshold set, if clash power higher than threshold, damage goes through fully, if not, damage is dodged completely. 
 Counter | Threshold set, once enemy attack is over, strike back with an attack. 
 Unique Counter | Threshold set, works like a normal counter but with a clashing aspect to negate the enemy's damage.
 One Sided Skills | Skills and passive aspects of any dodge, counter or defense will go through, not clashing with enemy attacks Makes the player think about what they're going to do, as attacking is not always the right move.
Makes the player think about what they're going to do, as attacking is not always the right move.

Combat Efficiencies

Blunt | If damage is blunt, do more/less depending on enemy resistances
Pierce | If damage is pierce, do more/less depending on enemy resistances
Slash | If damage is slash, do more/less depending on enemy resistances
Skill Affinity | Each enemy is weak and resistant to a specific skill affinity, which is indicated by a specific colour of the skill.
Makes the player feel thoughtful in what they're going to do next, and happy if they have a strong skill that fits 2 categories.

Gacha

Lunacy | Lunacy is the main currency, obtained by doing dungeons, stages or patches.
Extraction | There is a banner that changes often, containing new characters and old alike, some being limited by a specific banner but most all being obtainable from any, however whatever is on banner has a higher rate to be extracted.
Duplicates | Depending on the rarity of the duplicate roll, you will be given egoshards of that sinner accordingly, which can be used to extract specific identities or E.G.O's with enough of said shards.
Makes the player feel happy when they get good/rare stuff, but also annoyed when they don't.
It also brings a sense of relief that despite a lack of a pity system, there is still a way to obtain everything.

E.G.O (Extermination of Geometrical Organ)

Ego Resources | By using skills with certain affinities, gain ego resources based on the affinity
E.G.O | E.G.O can be used by having enough resources, and holding down on the sinner's icon
E.G.O Categories | E.G.O are split into 5 categories, each scaling by the danger and risk level of it.
E.G.O Corrosion | Forces your ultimate skill with major downsides, such as hitting your own teammates but also major damage.
ZAYIN E.G.O | Each 12 sinners each have a ZAYIN-Grade E.G.O, which are all stable enough to avoid corrosion.
TETH E.G.O | TETH E.G.O are unstable enough to corrode, causing minimal but still major harm to the user
HE E.G.O | HE E.G.O Are increasingly unstable, however still able to be controlled.
WAW E.G.O | WAW E.G.O are increasingly more unstable, causing major damage to the user and even at a small chance, death.
ALEPH E.G.O | ALEPH E.G.O are the most unstable types of E.G.O's, mutilating the user's body for the most part and usually resulting in their death
Volatile E.G.O | It is possible for an E.G.O to not be fully manifested, manifesting upon denial of one's own commitment to the E.G.O, and allowing their heart to waver. Note that manifesting Volatile E.G.O does not count as proper manifestation and will not give the individual immunity to the distortion of an E.G.O like an Effloresced E.G.O would.
Effloresces E.G.O | Unlike most E.G.O, these types are extremely more powerful, representing familiarity and dominance over one's own ego, rather than borrowing it from places.
Makes the player feel Powerful using it, but also uneasy at the possible chance of corrosion.

Characters

Sinners | The game is compiled into 12 different sinners, each being their own character.
Identities | Identities are versions of sinners from alternate timelines, with varying effects
Sinner Level | Levelling a sinner causes them to gain stat buffs the higher the level
Sinner Uptie | This is like a small evolution, causing skills to be directly buffed along with every sinner unlocking their skill 3 at uptie 4
Sinner Passives | Each sinner/identity has a passive, which will be in play as long as they are on the field.
Sinner Support Passives | Support passives are lesser major passives that will be in play as long as they are on the team.
Makes the player feel interested in reading and building up a team that synergizes well.


Comparing Systems


The difference between limbus company's combat system, and a souls game such as dark souls is very different. Limbus's being slow paced and methodical, while dark souls being learning and reaction based. They have similarities, such as having to learn the pattern of specific enemies, knowing when they're going to use strong skills, and when they're weak to go all in. Overall, they have major differences, but also major similarities, as most combat systems at least have something that links in with another one. Despite the similarities, dark souls causes the player a lot more stress, needing precise timing with it's movement, parrying and dodging, while limbus company causes more of a nervous feeling, hoping that something will happen or that you won't get unlucky.