Sad Ghouls cover
Sad Ghouls screenshot
Genre: Indie, Arcade

Sad Ghouls

Sad ghouls 1 is out

Thank you everyone for helping with developing the game, all friends and family that tried out the game.

This is my first ever commercial game so I am not really that proud of it, I constantly want to change and improve it, but I must move on a start new projects because it's the right thing to do.

Patch version 0.8

*Finish MVP for rework

*Added pixelated look as default

Ahhhh Its rework time

First version of rework, going to slowly add to it over the month

Small update

*Player shadow
*weapon level up is now dropped by enemies

Weapons rework and power ups

Weapons


Every projectile that has no gravity, now move more efficiently, allowing for more projectiles at a time.
Every weapon has two firing modes with different ammo costs. (Secondary always costs more)
All weapons are auto fire, which means you can hold in the firing button to fire.

The following weapons have changed (Basically all of them):



  • Axe is now always equipped and can be swung by either pressing mouse 4 or V, no longer deflects projectiles (planned to be added in again at a later date). damage is equal to half of combo + 30
  • Pistol now has ammo and two firing modes. new name Glockstol
    Primary: a three round burst that deals massive damage.
    Secondary: fires a piercing bullet that bounces on walls.
  • SMG new name: Not an UZI
    Primary: insane spray fire
    Secondary: gun becomes sentient and aims for you, shooting piercing bullets.
  • Shotgun new name: Blundergun
    Primary: Fast auto shotgun
    Secondary: Insane blunderbuss fire that kicks you back.
  • Grenades new name: Rebound launcher
    Primary: rapidly fires bouncing grenades that explode four times on impact.
    Secondary:
  • Rockets new name: DBRL
    Primary: Fast fires heat seeking rockets, that try their best to avoid walls.
    Secondary: Fires a big boom that explodes in a wide area.
  • Mines new name: Spike launcher
    Primary: Fast fire spike mines that stick to ground and jump towards nearby enemies to explode
    Secondary: fires a big spike that explodes 10 times.
  • Railgun new name: Splittergun
    Primary: Shoots a bullet that bounces and splits on impact with enemies.
    Secondary: Shoot a huge bullet that destroys everything in its path.



*Added tooltips for all weapons on the weapon select screen


*Added animations and effects for all weapons


*Bullet decals now appear where bullets have landed.



Powerups:


Power ups now drop from enemies they give random buffs once touched. some are better than others, while others are good early in the game and others are better late game.
chance of power up drops decrease with each wave.

fixes




  • Fixed enemy detection.
  • Fixed how explosion damage is calculated
  • fixed Hit-scan projectile travel


This update fixed a lot of bugs and introduced many more I don't really remember them all and can't be bothered so I quote the secret rite:

"Other improvements and bug fixes"

I have another patch planned for late summer or autumn, where I'll try to rework and revamp the enemies and make them and the maps more interesting.

That's all for now, cheers.

Upcoming features

Hi, early access reveal didn't really go as planned, the only thing I wanted from the release was more feedback so I could structure the rest of the development and plan for the future, but I didn't get enough feedback from players.

I did get one from a friend that the game simply didn't play and look satisfying enough. And a game that is centered around killing in a satisfying way, I took the feedback to heart and have now decided what to work on for April and May.

Features planned for April:



  • Weapon rework
  • Projectile rework
  • Particle effect overhaul
  • Weapon secondary fire modes
  • Fire Axe melee button
  • Juice it up


Features planned for May:



  • Enemy intelligence
  • Increase complexity of some maps.
  • Enemy optimization.


That's all for now.

Build v0.34 released as stable

Additions



  • Post effects
  • Anti aliasing settings
  • Bloom intensity settings
  • HDR setting
  • Vsync setting
  • Smart Devils (orange-ish) now only path to nearby wizard nodes
  • Added confirmation pop-up when leaving game while alive
  • enemy size variance (temporarily replaces limb cutting which is now on by default)



Fixes



  • Pickup lights no longer cast shadows, significantly improving performance
  • Steam tags: removed "Action roguelike" and "Roguelike" tags, since the game isn't a roguelike
  • Decreased damage on shotgun, increased spread
  • Increased damage and explosive force of mines

In progress



  • Options for smart devils (turning off will result in less score)
  • More music
  • 7 new weapons
  • 2 wizard variants
  • new pathing

Game is now in early access: Version 0.32

Build version 0.32


Added



  • New game settings.
  • added top 10 player's usernames to appear on the wizard


Fixes



  • Explosives were doing full damage on all targets hit
  • Shotgun can now shoot dead Ghouls


The game is about to be released. If anyone has any issues with the build, please post on the community hub and we'll sort things out.

Thanks to all the beta testers for testing and future thanks to all future players.