
Unleash devastating finishers when an enemy's health hits a critical point! The animations and thresholds adapt to your level. Check out this melee weapon finisher in action! π‘οΈπ₯
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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. π¨
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 donβt come alone.
Combat design, environment design, and sound design are still in progress.
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!Β
Head over to the shop to collect yours π https://gamejolt.com/#shop
For Lobo, I wanted simple settings. No ray tracing or upscalers so it runs on any PC. Inspired by The Last of Us Part II, I added my own touch.
Essentials: resolution, volume, rebind keys, camera, and language.
What settings matter most to you?
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.
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.
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 π
Happy Joltidays! A new quest has entered your quest log. Accept the quest and follow @therealkomasan ![]()
to open today's slot on the calendar.
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.














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