
Next up
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?
Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.
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. ๐จ
Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt!ย
Head over to the shop to collect yours ๐ https://gamejolt.com/#shop
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 donโt come alone.
Combat design, environment design, and sound design are still in progress.
Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.
In this peek, enemies dodge attacks while player moves close-gap with new attacks. Combat feels fair and fun.
I made an Ogre as a custom MetaHuman, but in the Zelda: Breath of the Wild style. Made with Polyhammer, Blender, Substance Painter, and Unreal Engine 5.
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @therealkomasan ![]()
to open today's slot on the calendar.
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.

















4 comments