BigFry’s Game Jam Dev Log – Day 1

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Overview

Day 1 was focused on defining the game direction and building the first playable foundation for the project. After brainstorming ideas around the jam theme, Fusion Confusion, the concept was narrowed into a mix of tower defense and deckbuilder mechanics. From there, the project moved quickly into implementation, with a simple test map, a basic enemy, tower attacks, enemy death, wave spawning, and win/lose conditions all established in the first day. This created an early playable prototype and gave the project a solid gameplay base to build on.


Major Accomplishments


Systems Developed or Updated

Core Game Concept

Test Level Setup

Enemy System

Projectile Combat System

Tower Combat System

Tower Health System

Wave System

Game State / Victory Conditions


Problems Encountered and Solutions

No specific technical problems were documented in the Day 1 notes, so this section is intentionally left minimal to stay accurate to the source material. The main Day 1 focus appears to have been rapid concept definition and early prototype implementation rather than debugging or rework.


Current Project State

The project is currently in the early prototype phase. The core concept has been defined, and the first playable foundation is already in place, including a basic combat loop, enemy pressure, tower health, wave spawning, and win/lose conditions. At this stage, the game has moved beyond pure concept work and into functional gameplay testing, but the systems are still early and will need expansion, refinement, and integration with the deckbuilder side of the concept.

Sorry for the lack of Gifs and the poor quality of this one, tried using the built in capture of the snipping tool, will not do that again!


Next Day Plan

This plan is a grounded continuation of the systems already started on Day 1, especially since the concept was defined as a tower defense and deckbuilder hybrid but the notes only show the tower defense side as implemented so far.