The design process behind this project was a difficult one, brought on by the 48-hour time constraints of the game jam. In the first 12 hours I had scope creeped myself and needed be grounded in a project which I could complete within the time. For this I reused a card draw system which I had begun for a Slay the Spire remake. This became the card system in the finished game once I had stripped away the mana costs. This system uses scriptable objects to quickly iterate and build cards. By the end I could create a card scriptable object, add its stats and effects via the Unity Inspector, and add it into the shop rotation.
What I Learned
As in previous jams, one of my main learning points was the importance of testing. It took me 90% of the time allotted to complete the mechanics and add content, so when it came to polishing, the bugs were endless. The bugs inhibited the player in such a way that I managed to break the entire game an hour before the deadline via a rogue while loop. In the future, I will be sure to complete a gameplay loop by the halfway point so the remainder can be utilised for polishing and content.