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Save And Load System Hello everyone! Over the last week, I have been creating the save and load system, which will allow users to save their progress and continue the game where they left off after stepping away.
UI, Communication And Usability This week, I have been working on the main user interface (UI) for Crumbling World. UI is an essential part of any game, as it is one of the main tools that we as game designers use to communicate with our players directly.
This clip shows a shield throw ability where the boss attacks at range and recalls the weapon, forcing the player to dodge instead of block. On hit, the player is knocked down, creating a moment of vulnerability and pressure.
I’ve been turning friends into NPCs for my game.
This is Rob.
He wanders the wilderness, lighting campfires in the darkest places. He doesn’t judge. He just sits with you… and helps you find your way.
“Not all light comes from lanterns.”
Hi everyone! Tomorrow I will be releasing the Beta Demo for #CrumblingWorld, sign up in http://crumblingworld.com if you want to play it !
Hi everyone! CrumblingWorld is finally out! Grab it now! It's 27% off on Steam. https://store.steampowered.com/app/1003560/Crumbling_World/
Lobo is now The Wolf in Me. A narrative-driven action game about losing control. The Steam page has been fully updated. Wishlist now https://store.steampowered.com/app/2486160/The_Wolf_in_Me/
Hello everyone! My game Crumbling World is 80% off for Halloween! Grab it on Steam for less than $3. https://store.steampowered.com/app/1003560/Crumbling_World/
In Lobo, I use foreshadowing to keep the gameplay rhythm going. A quiet moment, a fallen hunter, and a new weapon you can equip but not use yet, just enough to tease what’s coming next.
No mocap, no actors. Just a solo-dev workflow using facial animations and lipsync to bring dialogue and characters to life in Lobo. AI voices for now, real actors later.











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