Overview
Day 5 focused on presentation, feedback, and giving the prototype a stronger identity. Most of the work went into audio, visual effects, and early art direction, shifting the game away from a purely functional blockout and closer to a more readable and game-like experience. I also began shaping the overall look toward a semi-futuristic sci-fi direction, while adding more polished combat feedback through sound, projectile VFX, card art, and improved enemy spawner presentation. Alongside that polish work, I fixed a few gameplay edge cases and continued replacing placeholder visuals with more representative assets.
Major Accomplishments
- Implemented sound effects for most major gameplay interactions.
- Added VFX to projectiles, hits, and projectile traces.
- Added card images to improve card readability and presentation.
- Added rotating turret behavior for ranged and melee turrets.
- Added a Niagara portal effect for the enemy spawner.
- Built a simple turret mesh using components from an asset kit.
- Began defining the project’s visual direction around a semi-futuristic sci-fi style.
Systems Developed or Updated
Audio Feedback System
- Handles gameplay sound feedback across key player and combat interactions.
- Added sound effects for most major gameplay elements, including card use, denied card actions when a card cannot be played, firing sounds, and impact sounds. A large portion of the day was spent building out this feedback layer.
- Current state: Functional / Needs Polish
Projectile and Hit VFX
- Improves combat readability and impact through visual effects.
- Added effects for projectile travel, projectile traces, and impact moments so attacks feel more responsive and readable during gameplay.
- Current state: Functional
Card Presentation
- Improves the readability and visual identity of the card system.
- Added images to the cards so they are no longer relying only on plain placeholder presentation.
- Current state: Functional / Needs Polish
Turret Visual Behavior
- Improves how placed or active turrets communicate targeting and activity.
- Added rotating turret behavior for both ranged and melee turrets, giving them a more active and game-ready feel.
- Current state: Functional

Enemy Spawner Presentation
- Handles the visual presentation of enemy spawn points.
- Added a Niagara portal effect for the enemy spawner to make spawn locations feel more intentional and visually integrated.
- Current state: Functional

Turret Visual Asset Pass
- Replaces placeholder blockout visuals with a more representative tower/turret look.
- Used components from an asset kit on FAB to assemble a simple turret mesh, helping move the project toward a more game-ready visual state.
- Current state: In Progress

Visual Direction / Theme Definition
- Establishes the game’s broader presentation style and asset direction.
- Started defining the overall theme, asset direction, and UI direction around a semi-futuristic sci-fi look.
- Current state: In Progress
Gameplay Stability Pass
- Addresses smaller gameplay issues discovered during testing.
- Fixed a few gameplay edge cases while continuing polish work.
- Current state: Functional
Problems Encountered and Solutions
Problem:
The project still relied heavily on placeholder presentation, making the gameplay feel functional but visually underdeveloped.
Cause:
Most earlier work had focused on systems and gameplay structure rather than audiovisual polish and asset direction.
Solution:
Started a dedicated polish pass focused on sound effects, VFX, card imagery, turret visuals, and theme direction to make the prototype feel more cohesive and closer to a game-ready presentation.
Current Project State
The project is now in a late prototype / early polish phase. The core gameplay loop was already functional, and Day 5 pushed the game further into presentation work by improving combat feedback, card readability, environmental effects, and early asset replacement. While the project still needs refinement and more cohesive final presentation, it is no longer just a systems-first blockout and is starting to read much more like a complete game build.
Next Day Plan
- Continue developing the semi-futuristic sci-fi theme across assets and UI.
- Keep improving sound design and polish remaining gameplay audio.
- Expand or refine visual effects where needed.
- Continue replacing placeholder visuals with more game-ready assets.
- Address additional gameplay edge cases discovered during testing.

