
Next up
31: Enemy counter and different animations depending on what state you're in.
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.
Beta 2 has been released.
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.
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.
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 25: Added bulletholes, added a better effect for when the player's sliding across the ground, changed it so there's no more mode toggle, instead you're on the ground and can jump, also added camera shake to normal movement and fast boosting.
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
29: Berserk mode and sword trail.
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