


hey i've been reworking the combat in my Hack & Slash game - Survive and Slash, do you think i've made the combat too fast? i've made it a hybrid lock on system similar to what i did with my FNAF Fan Game After The Fire


Crowd control and combat in Lobo: The player has a set number of tokens. Enemies check for available tokens to see if they can engage. If a token is available, they attack. If not, they circle the player and wait their turn.


Game updated ! https://gamejolt.com/games/a_fistful_of_yankees/898563
Here is the final cinematic of the demo.
Other things have changed; I'll let you discover them !!


Why are headshots so satisfying?
It’s the perfect balance between risk and reward.
But be careful—in Lobo, a missed shot means trouble. The noise and enemy reactions will alert nearby foes! 🎯🔫




Haven't posted in a while so here is some art I did for a game project (its not anything I have announced yet), the back drop was concepted by me and done by my friend Lynx.
The Vintage Animatronic Models are by @Battington & @TheMediocreMakers


Hey guys check out our first devlog for Lost in the Storm


Hey! I'm coding a new project, a special effects visualization software to display 3D effects and export the video for easy editing!



























More cell shading tests. Not entirely sure i know how to do multicolour shadows in UE5, but ill figure it out when i get there, unless anybody has any ideas! (please?! XD)


Some features (also Link changed)