BigFry’s Game Jam Dev Log – Day 5

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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

Systems Developed or Updated

Audio Feedback System

Projectile and Hit VFX

Card Presentation

Turret Visual Behavior

Enemy Spawner Presentation

Turret Visual Asset Pass

Visual Direction / Theme Definition

Gameplay Stability Pass

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