BigFry’s Game Jam Dev Log – Day 4

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Overview

Day 4 focused on pushing the project closer to a complete, playable jam build. A large part of the work went into replacing temporary debug-facing elements with a more readable gameplay HUD, while also improving flow safety around card play and deck shuffling. I also finished the tower upgrade reward pass, expanded the card pool further, locked the enemy roster for the jam scope, and defined the run structure around a fixed 20-wave format. By the end of the day, the game had a full loop from menu to gameplay to win or loss, with restart and pause functionality in place and full start-to-finish test runs working.

Major Accomplishments

Systems Developed or Updated

Gameplay HUD

Card Play and Shuffle Safeguards

Enemy Roster Scope

Tower Upgrade Reward System

Card Pool Expansion

Run Structure / Wave Completion

End Screen and Run Summary

Menu-to-Run Flow

UI Readability Pass

Problems Encountered and Solutions

Problem:
Card interactions could overlap or occur while deck arrays were being repopulated during shuffle, creating the risk of invalid state changes and click errors.

Cause:
The player could still interact with card systems while shuffle logic was actively rebuilding the arrays, and card play did not yet have enough protection against overlapping inputs.

Solution:
Added delays and interaction blockers during shuffle, and introduced a play-state flag around card play start and end so multiple overlapping play clicks are prevented.

Current Project State

The project is now in a strong playable prototype phase, very close to a complete jam-ready loop. Core combat, waves, rewards, deck flow, HUD readability, and end-of-run structure are all functioning together, and the game now supports full runs from the menu to either victory or defeat. At this stage, the remaining work is less about building the overall structure and more about polish, balancing, readability, and tightening quality-of-life features around the existing systems.

Next Day Plan