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A handcrafted dark fantasy world full of secrets

[p]I’m a solo developer creating a handcrafted dark fantasy world where every square inch has a purpose and is soaked in deep, rich lore. As a player, you are the one exploring it and uncovering the secrets hidden around every corner.[/p][p]No Lumen. No Nanite. Just classic global illumination like the old days, so it runs even on your toaster.[/p][p]If you love the lore of The Witcher, the gameplay of The Last of Us, and the humor of Monkey Island, this one is for you.[/p][previewyoutube][/previewyoutube]

Dodges, Combos, and Gap-Closing Attacks

[p]This video showcases the depth of combat in Lobo, a solo game dev project, focusing on how enemies dodge and respond to the player’s attacks. For demonstration purposes, enemy dodging is cranked to 100%, but even at max, factors like distance, attack type, and timing influence their decisions, so dodges can still fail.[/p][p]You’ll see a full range of combat mechanics in action: normal attacks, combos including heavy attacks, special gap-closing moves, and satisfying finishers. These tools are designed to make combat feel fluid, fair, and fun, giving players options to engage strategically while keeping the action exciting.[/p][p]As a solo developer, crafting combat that feels responsive, immersive, and polished is a challenge, but one I’m passionate about. Every encounter is tuned to feel meaningful, rewarding, and fun.[/p][p][/p][previewyoutube][/previewyoutube]

Campsites, Campfires, and Moments of Peace

[p]In Lobo, campsites are a core part of the experience, not just a convenience. Each campsite is directly linked to the save system, acting as a reliable checkpoint as you move through the world. Campfires, on the other hand, are tied to the health system. Stay close long enough and you can heal, recover your health points, and take a breather.[/p][p]Campsites are placed strategically and paced throughout the level, inspired by the rhythm and tension found in soul like games. They create moments of relief between danger, encouraging players to slow down, observe the environment, and prepare for what comes next.[/p][p]On top of that, Lobo includes an extra save feature that allows you to save at almost any point in the game, as long as you are not in combat. This save preserves both your progress and your exact position, giving players flexibility without breaking the intended challenge.[/p][p]A quiet moment by the fire. A chance to recover. Then back into the wild.[/p][p][/p][p][/p][previewyoutube][/previewyoutube]

Gameplay Meets Story | Lobo WIP

[p]Some moments deserve more focus. Key pieces of lore now trigger a short camera transition from gameplay into a framed scene, used only when it really matters. After all, this is an adventure game, and understanding the world is part of the journey, not a distraction. [/p][p]On the other side, bodies now react when you pull out the weapon, holding them. It’s a small physics touch, but it adds weight, feedback, and a lot more satisfaction. [/p][p]Little details, big immersion. Hope you like it![/p][p][/p][previewyoutube][/previewyoutube]

Combat polish. Directional hits, finishers, and loot.

[p]I’ve been polishing combat with directional hit reactions to add weight and variety to every strike.
Finisher distances are tuned for smooth, synced choreography.[/p][p]And yes, enemies always drop loot.
Here you can see a Fallen losing his helmet 🙂[/p][p][/p][previewyoutube][/previewyoutube]