
For this #ScreenshotSaturday, we step inside the player's home!
Check out the house's cozy vibes and interior design in my game, Lobo.
Next up
Built a cool system for Lobo that smoothly transitions gameplay โ cinematic moments โ back to gameplay! Perfect for dramatic actions like bridge jumps or sliding through gorges. Pick actors, animations & camera angles easily! ๐ฎ
Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.
I made an Ogre as a custom MetaHuman, but in the Zelda: Breath of the Wild style. Made with Polyhammer, Blender, Substance Painter, and Unreal Engine 5.
Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt!ย
Head over to the shop to collect yours ๐ https://gamejolt.com/#shop
For Lobo, I wanted simple settings. No ray tracing or upscalers so it runs on any PC. Inspired by The Last of Us Part II, I added my own touch.
Essentials: resolution, volume, rebind keys, camera, and language.
What settings matter most to you?
Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.
Tried turning MetaHumans into anime inspired characters while keeping Control Rig, Live Link, and GASP fully working. Inspired by Breath of the Wild, Guilty Gear, and Studio Ghibli. A fun mix of tech, design and art. ๐จ
In Lobo: The Howl Within, death isnโt the end, itโs part of the story. Fall damage keeps you grounded, and when you die, your gear drops where you fell. Return if you dare โ your enemies will still be waiting.
The Knightling launches on August 28! Wishlist it now so you don't miss out: https://bit.ly/KnightlingSteam
To celebrate the game's impending release, we've added The Knightling Pack and The Knightling Community Pack back to the Shop!
One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?














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