
I brought Black Adam into UE5
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In Lobo, camps are more than a save point. Stay close to the campfire long enough, and you can heal, recover your health, and take in the views. A quiet pause in a harsh world.
In this peek, enemies dodge attacks while player moves close-gap with new attacks. Combat feels fair and fun.
One of the hardest parts of game design is teaching players. In Lobo, I chose to break immersion a bit for clear, fast tutorials, no long hand-holding, just quick lessons that get you into action fast. Which do you prefer: immersion or quick guidance?
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Polishing combat with directional hit reactions for more weight and variety. Finishers tuned for smooth, synced choreography.
And yes, enemies always drop loot. The Fallen even loses his helmet 😄
@Miles_Games ![]()
is a Jolter to Watch, 3D modeler, 2D artist, Music composer, and Game developer!! Follow @Miles_Games
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before the quest ends on December 23 and you'll get Coins!
I’m a solo dev making a handcrafted dark fantasy world full of secrets and rich lore. No Lumen, no Nanite—just classic lighting so it runs on your toaster. Love The Witcher, The Last of Us, or Monkey Island? This is for you.
We Are Not Alone in the Fog | Lobo WIP
Quick peek showcasing one of the environments in Lobo.
We are not alone in the fog, and they definitely don’t come alone.
Combat design, environment design, and sound design are still in progress.
This week's Fan Art Friday celebrates The Amazing Digital Circus! Accept the quest in your quest log to get started.
Some lore moments get a brief frame. Used sparingly, only when it matters. After all, this is an adventure game.
Also added small physics reactions when pulling weapons from bodies. Subtle, but satisfying.













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