
π Hi everyone! The equipment system is now fully functional for weapons and accessories.
Are you ready to gear up for action? π‘οΈπ‘οΈβ¨
Next up
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?
In this peek, enemies dodge attacks while player moves close-gap with new attacks. Combat feels fair and fun.
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.
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!Β
Head over to the shop to collect yours π https://gamejolt.com/#shop
Some lore moments get a brief frame. Used sparingly, only when it matters. After all, this is an adventure game.
Also added small physics reactions when pulling weapons from bodies. Subtle, but satisfying.
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.
Iβm a solo dev making a handcrafted dark fantasy world full of secrets and rich lore. No Lumen, no Naniteβjust classic lighting so it runs on your toaster. Love The Witcher, The Last of Us, or Monkey Island? This is for you.
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.
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!
Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.
And yes, enemies always drop loot. The Fallen even loses his helmet π
















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