BigFry’s Game Jam Dev Log – Day 3

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Overview

Day 3 focused on expanding the game from a basic wave-defense loop into something with more tactical variety and better balance. I started with a tuning pass based on playtesting, adjusting energy, hand size, health, and draw pacing to slow the pace down and make decisions more meaningful. From there, most of the work went into enemy variety, with ranged, melee, and tank enemies now functioning as distinct roles with wave-based introduction logic. I also expanded the card pool, improved upgrade safety with clamps, and added early collision handling so enemies behave more cleanly in combat spaces.

Major Accomplishments

Systems Developed or Updated

Core Balance Tuning

Upgrade Safety and Value Clamping

Enemy Type System

Weighted Enemy Spawn Progression

Ranged Enemy Projectile Combat

Card Pool Expansion

Card Reward Availability Tracking

Enemy Collision Avoidance

Problems Encountered and Solutions

Problem:
Ranged enemy projectiles were not applying damage correctly to the tower.

Cause:
The projectile appeared to be getting destroyed on overlap before the damage value could be properly used.

Solution:
Added a short delay before destroying the projectile, which allowed the damage to register correctly. The fix works for now and is being kept as a temporary solution.

Problem:
Stat changes affecting timers did not appear to update the actual active timer behavior.

Cause:
The current timer setup may not be reacting dynamically to variable changes after the timer has already been initialized.

Solution:
Issue identified during implementation and flagged for further investigation. No final fix has been completed yet.

Current Project State

The project is now moving out of its earliest systems-foundation phase and into a more feature-complete gameplay implementation stage. The core loop is already in place, and it now includes better pacing, multiple enemy archetypes, ranged combat behavior, a growing card pool, and early combat readability improvements. At this point, the game is becoming more like a playable tactical prototype rather than just a set of disconnected systems, though several areas still need balancing, cleanup, and refinement before they can be considered stable.

Next Day Plan