When you think of bullet hell games, you likely imagine a screen filled with projectiles and the precise movements needed to weave through them. One game at PlayX4 stood out by aiming to break that stereotype: 'Dream of Limbo,' developed by Dream Yarn Studio, which was showcased at the Taipei Game Show booth.
While Steam classifies the game as a bullet hell, and the enemies certainly flood the screen with projectiles, the protagonist’s movement is anything but ordinary. When people think of bullet hells, they usually imagine vertical or horizontal scrolling shooters, but 'Dream of Limbo' is completely different. It features unique mechanics like dashing and, most notably, attacking enemies while constantly navigating platforms. With the game currently being polished for a September release, we sat down with Ting Cho, co-founder of co-developer Gaming Animal, to hear about the experience they aim to deliver.

Could you introduce yourself.
" I’m Ting Cho, co-founder of the Taiwanese indie game studio Gaming Animal. We are developing 'Dream of Limbo' in collaboration with Dream Yarn Studio, and we’re here at PlayX4 to showcase it.
I heard this is your first time at PlayX4. How are you finding it?
" It’s my first time, and I’m impressed by how spacious and comfortable the booth area is. I’ve participated in BIC before, and while that was great, this feels different. It’s a bit quieter, which actually makes it easier to have conversations with visitors?
Also, the organizers providing interpreters was a huge help. Communicating with Korean game industry professionals solely in English was quite difficult due to the language barrier, so that support was a real lifesaver.
What kind of game is 'Dream of Limbo,' which you’re showcasing at PlayX4?
" Dream of Limbo' is a 2D side-scrolling action bullet hell game. It’s inspired by 'The Wizard of Oz' and follows the story of a heroine named Psyche as she explores the Kingdom of As with three companions. Gameplay-wise, it focuses primarily on boss rushes, and you can choose a different companion for each battle to enjoy different playstyles. Furthermore, defeating a boss grants you their abilities, allowing you to play the game in increasingly diverse ways.
A side-scrolling shooter where you defeat bosses and gain their abilities—that sounds a bit like 'Mega Man.
" Actually, that is one of the works that inspired us. It’s a game I personally love and was deeply immersed in.
Beyond that, the most unique element of our game is the platform system. You don't just shoot; you have to step on platforms. Depending on the type of platform, you can deal damage to enemies, heal, or charge energy to trigger companion skills. Defeating bosses unlocks new platforms, and you can mix and match these platforms for every battle to create your own playstyle.


A bullet hell game where you shoot while stepping on platforms—that’s a very unique idea.
" That idea was actually inspired by a popular mini-game in Taiwan. It only has a Chinese title, but if you translate it literally into English, it would be something like 'The Kid Goes Down the Stairs.'
To describe that game, the character has to keep going down stairs. It gets faster and faster, and as it accelerates, you start to feel a sense of rhythm. I wanted players to enjoy that same rhythmic element in our game. As you play, you’re constantly breaking platforms, creating a 'thump-thump-thump-tap' rhythm, which is exactly what we intended.
Also, in most bullet hell games, you focus on dodging, which can feel quite passive. We wanted to include elements that allow players to deal with bullets more actively.
For example, in 'Dream of Limbo,' you can dodge bullets with a dash. And if you break a platform, you can clear away nearby bullets. We wanted to move beyond just watching bullet trajectories and dodging; we wanted players to actively respond and create their own variables.
These elements are fresh, but since the mechanics differ from traditional bullet hell games, users might find them unfamiliar. How have people reacted at PlayX4 and during previous tests?
"Yes, most users who played our game said their first impression was, 'This isn't an easy game.' Of course, bullet hell games are inherently challenging, so that was a natural reaction.
Beyond that, the elements that allow for various ways to respond—other than just dodging—are key. Many people mentioned that while it’s a bullet hell game, it feels like a blend of several genres. Some even said it felt like an action game with various styles, where you dodge like in a Soulslike. I was happy to see feedback that players had a new and fun experience with the demo. That was the reaction we were hoping for. We wanted to break away from the stereotypes associated with bullet hell games and offer something different.

It’s impressive how the art style balances a cute, fairy-tale aesthetic with a darker side. Was there anything you focused on when building the art?
"The secret, I suppose, is that everything is hand-drawn. And to give a slight spoiler about the story, as I mentioned, 'The Wizard of Oz' was our biggest inspiration. Since it’s a fairy-tale story, we wanted to provide an experience that feels like wandering through a fairy tale—like the feeling of 'The Wizard of Oz' or 'Wonderland.
So, while we included diverse and bright colors, we also wanted to show the contrast with the darker side. The characters and monsters have cute aspects, but there is actually an 'Ancient God' hidden behind it all. Psyche’s adventure to save her younger sister from this Ancient God is the core of 'Dream of Limbo.'
I didn't expect an Ancient God or cosmic entities to appear; that’s quite unexpected.
"Actually, this game is a prequel to a series we have planned. After the story unfolds from Psyche’s perspective, we plan to tell the story from the perspectives of other characters in the next installments. The companions appearing now might even appear as enemies in the sequels. We are working hard to develop the game so we can tell these stories.
From 'The Wizard of Oz' to Ancient Gods, it feels like there are many diverse elements packed in. If you had to pick the biggest inspiration, what would it be?
"'Touhou Project.' Our producer is a huge fan of the series. So, it had a lot of influence when we were initially deciding on the genre and other aspects. Aside from that, the mini-game 'The Kid Goes Down the Stairs' that I mentioned earlier was also a huge influence. Those two would be the main ones.
How far along is the development? And when can we expect to play the game?
"It’s been a little over a year since we started this project, and it should be finished by September this year. We are planning a total of 18 boss battles, and we are currently about 70% complete. Progress is quite smooth, so I think we will finish on schedule.
Lastly, a word for Korean gamers.
"We are an indie game studio from Taiwan, and we are truly happy and excited to introduce our game, 'Dream of Limbo,' to Korean users. I hope everyone has a great time at PlayX4, and I would be even happier if you added our game to your wishlist. We are working hard to provide a fun and engaging experience, so please look forward to it.

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