Posted May 26, 2026 by MiddleGuy
#Launch
Larz (IGP):
Well, we’re at that time of the week again… Although this time, it's the last time of the week. 😭 I mean like this is our final devblog, it is in fact not Sunday.
For this week, I worked on the ghosts yet again 👻, one final time, just like all other times I've worked on them for the past weeks. I first made it so that whenever a ghost spots you, it doesn't instantly go into chase, now it will first take a good look at you before beginning the hunt.
But the biggest change I've made to the ghosts (which I sort of hinted at in the previous week's devblog) is that ghosts now have faces. At first it was illogical that they would follow you without eyes and make sounds without a mouth, but now they all have goofy little expressions drawn by yours truly. Their expressions range from brainless, to maliciously evil, to scared shitless.
One could say ghosts are like onions... I dunno why, probably because they make you cry or something? Pfft, totally isn't about me or anything. 🙄
For this week I've also changed how the book and cross spawn. Instead of appearing fully randomly in one of the hotel rooms, they now always appear behind both locked doors. One behind one door, the other behind the other. Now you mostly have to just look for the keys, also giving a reason to open those locked doors at all, as all the ghosts now home in like ballistic missiles in the end game
On top of that, I have created the drawings for both the winning and losing screens, giving the fools a nice beer and the ghouls a nice laugh. Although both were slightly refined afterwards by our artists.
And one final change: When sucking up the final ghost, the final key now shoots outside of the vacuum instead of just randomly dropping on the floor in front of you.
But those were just the changes to the game itself. I have also worked on the gameplay trailer for our game. I did all of the editing, recorded some of the gameplay clips, while the rest of the gameplay clips and beauty shots were done by the rest of our amazing team.
What a journey this was. Starting from big overambitions, to a game that was barely fun to play, to selling my soul to the ghoul... In the end what I loved the most was making it all fun to play in the end and adding that little whimsy in every corner, those small details and particles that aren't something you really think about, but notice when they are missing (unlocking doors in the game is like asmr to my ears and eyes 🤤).
There are of course also a lot of things we scrapped. Things at the beginning that we know we wouldn't get done by the end, and things along the way as well that wouldn't make the cut. There were even some things that were already in the game but then vanished without a trace for one of the next builds. But in the end I'm happy that we gave all other things some extra time and love to truly make everything enjoyable in the end.
I feel like our group had a rough start, but in the end an awesome journey! Like some weird ass anime where you have schoolgirls that end up fighting monsters and saving the world, because this project felt like more than just a school project.
Maybe the real Ghouls n Fools were the friends we made along the way.
Or maybe I truly am one of the fools… 🃏
Tsimafei Trushkin (GGP)
It is the final devlog. Let’s summarize everything.
During the last week I made the Itch,io page for our game. I drew all background images, chose colors, wrote text, placed images, gifs, helped filming shots for the trailer.
It was an interesting experience to make a game in a team.
Tsimafei Trushkin 26/05/2026 (Final)
Hi. It is the final devlog.Let’s summarize everything.
This was the first game I worked on as part of a team, and it was a very interesting experience. I learned many things, especially from the programming side. I’m happy that we finished the game and that now every one of you can play it.
I worked on the environment assets, character animations, the itch.io page, and testing.
Almost all of the props were modeled, unwrapped, and textured by me. I had never created so many assets for a single project before.
I animated the main character in Blender. I had previous experience with Maya, but I decided to work in Blender this time. I have to say that it felt easier and more comfortable to use.
Creating the itch.io page was also a new experience for me. There are many tutorials on YouTube about this topic, but no one really explains things like how to upload a GIF or fix the scale of the background image. I managed to figure it out myself, and it became a valuable learning experience.
We played the game so many times that I now know every item spawn location by heart. It was a lot of fun.
The programmers taught me many things about coding and Unity, and now I feel much more confident about creating my own game in the future.
I’m grateful to everyone in the group. Maybe this is not the greatest game of all time, but I’m proud of what we achieved together, and I hope we continue working on this project.
Good luck to everyone reading this devlog.
Dan(GD):
Bonjour! Thank you for sticking with us so far! Pleasure to have you back! If it’s your first time here - pleasure having you here! Enjoy! And what a time did you pick to come here - we are officially done with Ghouls’n’Fools! The game releases today!
My first ever public game (excluding game jams, but who cares)! It’s the first time in my life since I had worked in a team for such a prolonged time period… And what a time it was. A lot of ups and downs, difficulties working together, communication issues, late nights, unnoticed errors, and so much more… but all of that boils down to this: Our love letter to ghost culture, our little, beautiful game about friends hunting ghosts…
It makes me emotional thinking that I have finally made a serious game! I had learned so much, especially how to code well, clear, and how to work in a team.
I am most grateful of course for having found new friends, thanks to this project!
I love you all!
And see you hopefully soon!
Luiz(GGP):
Hello everyone!!
This is the end of game projects, and so this is the last I will be writing in this devlog.
In the last week I tried to get as many small things in the scene to make it feel more abandoned and realistic. Then we had a lot of meetings to prepare for our big presentation of our game.
In the end I think our game looks pretty good for how short the period was to make it. The whole team put in as much time as they could and I think we did good for our first time working together!
Thanks for reading this and I hope you like our game!
Lucas (IGP):
Hello everyone, This was the final week and what a journey it has been. The game is now finished and playable on itch. This week I Added some sounds: A door moving sound (it plays once the door moves passed the door frame) The vacuuming sound And a revive sound
I improved the way items are held. They now appear on the hand from the walking animation and I made the cross and book smaller for when they are held so they don’t look comically large on the player.
And after some feedback I also made it so the ghosts now all attack players no matter the distance or the sight when the vacuum is fully upgraded so there isn’t this annoying clean up afterwards where you have to go from room to room to clear them all out.
I also fixed some issues like being able to pick up items through walls or highlight them with a flashlight through a wall.
Another thing I fixed is that the flashlight had a bug where when you were standing against a wall the light would come through.
And I did a lot more bug fixing and a playtest that revealed some issues we had.
Finally I made a system/setup so we could easily film “cinematic” clips from our game for the trailer and I of course helped make the clips.
In the end, I loved working on this game and with this team. At the start of the development we had some issues but I am glad to report to you that it all came together in the end and I am proud of the game we created.
Jeremiah (GGP):
Heya, the light at the end of the tunnel is here! Our process this semester has been tumultuous, but we got there in the end! I can’t pinpoint exactly what caused it, but the last 3 weeks a lot of things have kind of ‘magically’ started to come together. This course has taught me many lessons in how to work in a team, make the best out of less than ideal situations, and of course last but not least; how to be a cog in a game-making machine!
This past week, to be very honest has been a bit of a blur, because it was also a whole lot of being together with our group and going from one task to another quickly, finishing up a lot of aspects that were almost done. My solo work consisted of doing more for all the different menu’s of the game. Outside of that, a whole lot of collabing on for example the win/lose screens that my wonderful colleague Larz initially made. We did work for the itchio, I made elements there like the controller layout image. We also spent a lot of time working on footage for the trailer, and other ‘endgame’ things to this project. Honestly, some parts of this course have been rough, but I’m proud of the end result, and I know I’ll be happy looking back at our game and trailer a year from now. That’s all folks!
To conclude last half a year:
“We need 1% more professionalism” © Undisclosed member
“Aight bet, I’m the truth” © Other undisclosed member
Good night <3