Work in Progress in Unreal Engine

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28: Added some more VFX and SFX, working on making a melee attack, you build up momentum now, new enemy type, an anti-air enemy, it can't really hit you on the ground unless you're far away, but if you're in the air you're in it's sights.


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.


27: Made custom muzzle flash VFX using Gimp and Blender, also finally found the fix to making the scrapping VFX work and added a Warning flash and beep when you get damaged after your shield runs out. Think I should probably make the shield larger though.



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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.

It's safer to keep it closed.


Devlog 26: Fixed the bombardier enemy(The kamakazi one), the Imitation can now damage the player if the player hits it's spikes, changed how the health pickup and shield pickup look.