v0.999988


New shots, terrain, and behaviours in this update.

  • Shots that build surfaces now replace surfaces. This includes things like spikes, conveyors, and rot. Springs and fans will remain as permanent as the tile they stand on. Overall this makes even the weakest surface builders an asset and makes chunks with pre-existing surfaces more interactive.
  • ICE creates a slippery surface. It also creates a wall in lava, but sadly lava rises too quickly. A low tier shot, but it's certainly fun to watch the mobs struggle to walk across it.
  • MUD creates a sticky surface that slows you down. Great for trapping mobs, but also for trapping yourself.
  • More chunks.
  • Bug fixes.

Level Generation Plans

Watching a video complaining about Super Meat Boy Forever made me realise that SAD GOD has a similar problem. Changing the level upon death denies you the opportunity to practise. Being able to practise is somewhat core to an action game where you have limited time to process the data.

My plan is to pre-generate the 8 levels from 1 seed.

  • The seed will re-roll on completion of level 8, but in Normal mode you will have the option to re-roll from the pause menu and play a different level set.
  • No chunks will repeat using this method, runs will have maximum level variance in all modes.
  • Hardcore would be mostly unaffected, choosing a new seed each time.
  • Setting a custom seed is a big UI task but I'm not ruling it out.
  • With the new shots in this update we are at a total of 65 (excluding SAD and GOD). Sadly that's 8 short of the total number of altars in 8 levels, and we would need many more to provide runs with a unique selection of shots. I will probably keep the altars re-rolling each time the level is loaded. It's unlikely there will be 100 shot types, but who knows.

Files

sadgod_win.zip 44 MB
17 days ago

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