BigFry’s Game Jam Dev Log – Day 6

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Overview

Day 6 was the major crunch day, with the focus shifting from adding new systems to finalizing presentation, usability, and overall cohesion. Most of the work went into the HUD and UI, where I locked in a visual theme and brought the cards, rewards, menus, and stat panels into a much more unified state. I also finalized the enemy visual approach, added difficulty selection, improved tower firing behavior, and completed the full menu-to-run-to-end-screen loop. By the end of the day, the project had become a complete jam-ready build with coherent screens, functional difficulty settings, polished enough gameplay flow, and a full beginning-to-end player experience.

Major Accomplishments

Systems Developed or Updated

HUD and UI Theme

Card and Reward Presentation

End Screen System

Main Menu and Tutorial Flow

Enemy Visual System

Gameplay Balance Pass

Difficulty Selection System

Tower Firing Logic

Background Environment Pass

Full Run Flow

Problems Encountered and Solutions

Problem:
The stun card had persistent bugs that could not be resolved reliably within the available jam time.

Cause:
The exact issue remained unclear, and the time cost of investigating it further was too high for the jam schedule.

Solution:
Removed the stun card from the build so the rest of the card system could remain stable and the project could move forward.

Problem:
The tower firing logic felt jittery and unstable, and during the rework there was a point where it seemed like the system had been broken entirely.

Cause:
The firing logic rework introduced instability while trying to improve targeting behavior under time pressure.

Solution:
Continued iterating until the system was restored and improved, resulting in a less jittery firing setup by the end of the day.

Problem:
Time constraints made it impossible to build fully modeled and animated enemies or a more developed environment.

Cause:
The jam schedule forced prioritization toward readable gameplay and shippable scope over more complete art production.

Solution:
Used effect-driven enemy visuals and a very lightweight environment pass with billboard trees and simple ground treatment, which kept the project finishable within the available time.

Problem:
The Blueprint implementation became messy and difficult to maintain due to the late-stage crunch.

Cause:
Systems were patched and bypassed quickly in order to keep everything working under deadline pressure.

Solution:
Accepted the tradeoff for the jam build, while noting it as a major lesson for future projects: take more time to implement systems cleanly and maintainably when schedule allows.

Current Project State

The project is now in a final jam-build polish phase and is effectively feature-complete for its intended scope. Core gameplay, menus, onboarding, difficulty selection, run flow, end screens, enemy presentation, and UI cohesion are all functioning together as a complete product. While the implementation is rough in places and several presentation elements remain minimal, the game has reached a full playable state with a coherent identity and a complete start-to-finish loop.

Next Day Plan