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After years of development, the first prototype of the transformation is finally working.
Still a lot to polish, but itās exciting to see it in motion.
Lobo is a narrative driven action game about struggling with the beast inside you.
No mocap, no actors. Just a solo-dev workflow using facial animations and lipsync to bring dialogue and characters to life in Lobo. AI voices for now, real actors later.
In Lobo, fights arenāt one-note. Go full berserker or stay hidden and use the environment to your advantage. Stealth kills, quiet footsteps, and smart positioning let you choose how to survive.
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!Ā
Head over to the shop to collect yours š https://gamejolt.com/#shop
Tutorials in Lobo are optional, easy to skip, and only cover key mechanics that arenāt obvious. Theyāre brief and direct, and yes! They break immersion, but thatās intentional: quick info bites help you immediately apply what you learn.
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.
Inspired by The Last of Us, Lobo uses gates as progression. Some open only when all lanterns along a path are lit, others are tied to undead guardians. A small valley, packed with lore and history.
In Lobo, I optimize enemy AI with distance-based activation. Only nearby enemies are fully active, keeping performance smooth while encounters stay smart and meaningful.
The Knightling launches on August 28! Wishlist it now so you don't miss out: https://bit.ly/KnightlingSteam
To celebrate the game's impending release, we've added The Knightling Pack and The Knightling Community Pack back to the Shop!
In Lobo, finishers use a dynamic Spectator Camera that finds the best shot in real time. It tests nearby angles, avoids occlusion, and adapts even in tight spaces to keep executions cinematic.



















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