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31: Enemy counter and different animations depending on what state you're in.
29: Berserk mode and sword trail.
30: Sword attack, berserk acceleration, changed some models, and montage I-Frames.
I refined the combat in Lobo: The Howl Within—smoother transitions, better animation blends, and improved camera work!
As a solo dev, I stitched together 4 animation packs from 3 creators to make it feel like one cohesive system.
Beta 2 has been released.
Every good adventure hides something behind a waterfall. In Lobo, when you reach the bridge, you’ll spot a small hint, easy to miss, but hard to forget.
Follow it, and you might just uncover something special. Exploration will be rewarded.
Devlog 26: Fixed the bombardier enemy(The kamakazi one), the Imitation can now damage the player if the player hits it's spikes, changed how the health pickup and shield pickup look.
32: Sword slash decals, model changes, font changes, and
My new & probably my last project for a while
based on Superliminal fan game I created almost 2 years ago
Gotta finish this artistic shader nightmare
27: Made custom muzzle flash VFX using Gimp and Blender, also finally found the fix to making the scrapping VFX work and added a Warning flash and beep when you get damaged after your shield runs out. Think I should probably make the shield larger though.
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