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In Lobo: The Howl Within, death isn’t the end, it’s part of the story. Fall damage keeps you grounded, and when you die, your gear drops where you fell. Return if you dare — your enemies will still be waiting.
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.
In Lobo, gear can break, but it’s not a punishment. It’s part of the world’s economy — repairing costs coin and pushes you to explore for resources and treasures. You’ll also meet the twin blacksmith brothers… from different fathers. Don’t ask.
Your fellow Jolters are still hard at work making GREAT #GameJoltColors25 art!
There's still time for YOU to be part of it. Check your quest log to get started.
All artists are tagged below! 🔽
In Lobo The Howl Within the end is always clear, but the path is an adventure full of combat, choices, and mystery.
animating wip
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?
Tried turning MetaHumans into anime inspired characters while keeping Control Rig, Live Link, and GASP fully working. Inspired by Breath of the Wild, Guilty Gear, and Studio Ghibli. A fun mix of tech, design and art. 🎨
@CoconutCreamPie
Thank you for supporting me
Built a cool system for Lobo that smoothly transitions gameplay → cinematic moments → back to gameplay! Perfect for dramatic actions like bridge jumps or sliding through gorges. Pick actors, animations & camera angles easily! 🎮















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