Loading...
156
5 months ago

Sneak peek! Here's a first look at the Skill Tree system in Lobo! Unlock abilities, shape your playstyle, and grow stronger. Stay tuned for more!




0 comments

Loading...

Next up

Heavy attacks come at a cost.

In Lobo, using brute force puts enemies into aggro mode — drawing their full attention and making the fight harder. Sometimes charging in isn't the best move… or is it?

Maybe you can block enemy attacks... But if you run out of stamina? You’re stunned. Time it perfectly though, and you trigger a counter that knocks enemies back—giving you space to reposition or fight others.

Designing Levels That Tell Stories I'm always looking for ways to add variety to my levels—making them fun to explore, full of surprises, and visually rich with storytelling. In Lobo, every path has a purpose, and every obstacle has a story behind it.

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

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.

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.

Random death animations + ragdoll chaos = satisfying variety ⚔️💀 In Lobo: The Howl Within, no two enemy deaths feel the same—thanks to randomized anim montages and ragdoll physics. It’s messy. It’s fun. It’s game dev.

🎮 Sneak, strike, survive. Just added synced animations for stealth kills, finishers, and perfect counters in Lobo: The Howl Within ⚔️

Each move adapts to your timing and positioning—making every encounter feel brutal and satisfying.

Maybe you think you’re escaping a horde of undead soldiers. Actually, I’m tricking you—using the chase to load everything behind that ruined wall. Game dev isn’t just about what players see—it's how you hide the seams. Steal the idea, not the mechanic.