
Combat isn't just about hitting hard—it's about how they react!
Testing hit animations, pushback, camera shake, and sounds in a basic arena to focus on juicy feedback.
If it works here, it'll shine with final assets!
Next up
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.
A knight who refused to die… now fights with what’s left.
The first boss of The Wolf in Me.
Decay took his body, not his skill. Precision. Discipline. Relentless technique.
This is not a monster. It is a warrior.
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.”
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
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.
More jigglier than ever, can you tell which one is the new one?
New inventory UI redesign for my game.
Inventory and equipment now share one screen, built to make decisions faster and easier.
Compare gear, check stats, view level and attributes, and instantly see how items affect damage and armor.
Adding keyboard + mouse support to The Wolf in Me playtest.
Controller-first design, so seamless switching between mouse, keyboard, and controller has been a fun challenge.
All prompts update instantly.
Slimes can adapt to their environment, where do you think this one lives?
Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that aren’t obvious. They’re brief and direct, and yes! They break immersion, but that’s intentional: quick info bites help you immediately apply what you learn.




















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