The 3rd Beta is released, Added a dodge, replaced the 3 jumps with a wall jump(That i'm still working on) finally got saving working, and fixed an error with the options menu(In game only sadly, still need to fix it in the main menu options menu) And changed the main menu again.
Next up
28: Added some more VFX and SFX, working on making a melee attack, you build up momentum now, new enemy type, an anti-air enemy, it can't really hit you on the ground unless you're far away, but if you're in the air you're in it's sights.
30: Sword attack, berserk acceleration, changed some models, and montage I-Frames.
Devlog 24: Working on a bunker that'll act as a hub world, with a hanger for the Angelos, a dorm, maybe even a npc or two.
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.
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.
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.
32: Sword slash decals, model changes, font changes, and
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.
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
31: Enemy counter and different animations depending on what state you're in.
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