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June 23, 2025
The raw README should be longer, but I'm assuming it's a problem with GitHub, so I'm approving this.
Put some temp links in so you can at least see all the stuff I did.
Cool game. Although your readme doesn't need to have download instructions or anything, it should include a short description of the game. Also, not my job, but I would check if Daydream is double-dippable with SOM before resubmitting...
Finished Incineram's ability, and then did a bunch of bugfixing + qol stuff. Found out that they have WakaTime for unity, however it's causing some issues for me, so I might remove it. Going to be trying to at least get the game playable tomorrow before SOM ends.
Pretty much finished everything I wanted to do (other than making the enemies flip, but who cares.) Figuring out issues caused by messing with Timescale (for freezing the game when u die) took way too long to figure out the root cause, but apart from all the time wasted on that, it was a lot of quick fixes/changes. Just gonna wait till I get an art asset for the crystal then I'll put the updates on itch.
First time using Unity 6. Takes way too long to load. Was pretty fun figuring out though. Will probably add in the features I missed later, but overall, was pretty cool meeting people there and seeing other people's games. (Give me your limbs should've won.)
The silly little game I made for the DayDream Hackclub gamejam event
Rooby, palskills, and a bunch of bug fixes.
Figured out a way to insert end of turn abilities and created Chikipi ability
Trying to get in a reverse proxy(?)
Got a couple of status effects done
Got the website online
Got my website on the web: drivingthetestdrive.blowupthenoobs.dev
Did a tiny bit of refactoring and got most of the things done. Next is to add a bunch of the abilities, fix the first automatically spawning buildings not appearing on the enemy side, and then make the gambling systems to get new cards.
Actually started on the portfolio part of my portfolio site :)
Made card context menu. Now to give it its functions
Turns out I need to make my repo public :(
Game hast beened finitoed
:)
Devlog 1 :)
Game Jam game for GMTK 2025. It's a pretty neat puzzle game that we actually managed to somehow complete early in the jam. Truely proud of this work, and fingers crossed, maybe I'll win.
Fixed some API stuff last I recall. Just tryna clear time for the GMTK jam :)
Got buildings appearing on enemy side (kinda.) Only really posted to clear some time for logging the GMTK jam :)
Had to fix some stuff with the raid setup, and I also realized that the mongoDB stuff wasn't set correctly, so I'll also need to fix it
Got saddles to be able to host pals, and mirror to the other side
Finished lil necessary quirks with the tools, and begun working on making saddles work.
Got the tools all working now (I think,) but I don't feel like relaunching all the stuff, so here's a random script I had. Following that, I'll make it so that u can peep on your opponent's resources, and make a way to put down new buildings (I think I also need to sync this.)
Got tools popping in now. Just gotta make them appear on both sides and we be gaming.
Went bug stomping
Progress has been pretty slow lately (just really distracted lately for some reason,) but I got the tools to appear as cards now, so I've at least gotten it mostly integrated. Guess it's kinda taking longer cuz unlike the player I added, there's a lot more integrations I need to get on this thing.
Felt very distracted today, and most of what I was working on was backend, so here's a glimpse at my probably very inefficient way of storing static data.
Fixed bugs I accidentally made when rewiring stuff to make the player card work and started working on making tools work (not shown.) I realized as I was recording that I accidentally made killing enemies with too big a raid made you able to attack infinitely, but thankfully that's just setting a bool to false when triggered.
Made the player fully function in combat and the resource tab to see what items you have. Next is to get tools working, and to look into a couple of the buggier things with the combat (I should not have showed this off with the lamballs, lol)
Player cards now reflect deck's chosen card on both sides and behaves as a normal field card for the most part. Tomorrow, I will make it able to attack and participate in raids.
Here's what the current project looks like, least the board itself. Gonna show it in action later. (Not in the screenshot, but I just made the player icon appear today)
A lil thing I started tinkering with, started with reskinning and tinkering with a google drive clone and setting it up with a raid setup. Then I'm gonna back it into my own portfolio site with a bunch of silly little secrets in it, including a way to access the drive clone, but with some security measures in place to stop people from discovering it. Anyhow, most of the time spent on this was trying to get link forwarding, which I didn't quite get working, so there's just a chain of temporary links to the website it was supposed to draw from. Going to finish this up later, but since this is the end of SOM, I might as well get SOMETHING out.
For awhile I've been helping my friend make his card game into a video game based off of the Palworld video game. Finally managed to get the barebones version of it working with several abilities in place.
This was widely regarded as a great move by everyone.