UI Update!
Update 12-7-25
I genuinely can't imagine another patch being this huge and taking this much time. A new character might be the only thing that could come close. And this could've been out in literally half the time, but I spent basically all of October playing games (60 hours on Megabonk lmao).
Patch Summary:
- Tutorial!
- Game flow is now: Buy items -> fight -> rewards -> buy items
- Reworked the entire UI
- I don’t think I kept a single asset from the old one
- Encounters now shop variants for main shop rather than own section AFTER shopping
- Removed Strife and Resolve
- Strife now much simpler buff/debuff system
- Strifes easily upgraded via Strife tab rather than having to win elite/boss fights then do all kinds of nonsense
- Death now much less punishing
- It's actually rewarding now
- Gives an item slot and completed item on first death
- It's a second chance. An opportunity to come back stronger and still lose
- Inventory system entirely reworked.
- No more floating slots or locking
- Build increases size 1 slot per combat
- That newest slot can be modified the turn it's given.
- Afterwards, it's permanent.
- Maintains committal gameplay concept without the complicated locking system
- Overkill now gives rewards for winning early
- Real simple reward system to incentivize early wins
- Easily understood and executed
- Previous system was fucked to code and more fucked to explain
- Made items and synergies much more accessible
- The game is meant to be quick and intense.
- Heavily gating power access just felt bad
Tl;dr Consolidated and simplified almost everything outside of combat
What's next?
Juice Update. The game is really boring and has no meaningful feedback.
- Learn to use cubase
- Create my own sfx wherever needed
- Add these sound effects to most commonly used interactions
- Screen shake, flares, flashes
- Just make the game feel alive and good
If it still sucks after that, then we just go next.
Everything below this point is just a dump change notes.
// ============================
// ===== Weekly work logs =======
// ============================
10/25/25
Once again: Chest day. Lex gym.
Most of this section is copy pasted from 10/20/25 To Do because you're a lazy fucker
Also partially bc you’ve been heavily focused on redesigning the rest of the game but most bc youre a lazy fucker
Tutorial
Get that tooltip working
It should pause the game until acknowledged.
Locking
lock on combat selection
Also added lock for initial combat
Grant back that item slot during item the start of the new round.
Put it there as to give a good way to see it happen.
Also put it there as there is no way to skip it. Eg: death, losses, ect. it will always occur at round start. lazy solution, basically. less ifs.
Need a way to communicate locked items vs unlocked items. Which item will be locked? Where does it go?
Handle bench item overflow
Solved the weird behavior where it'll delete items if excessively added to
Reward rework
Grant stats on combat completion to differentiate from the rest of the item hustle
Add in a manager that grants stats based upon "luck" which can just be shop odds as well
Scriptable objects can house the effect information
Utilize existing systems to apply the stats.
Since it's just stat changes, it'll utilize existing systems. I'll need a way to spoof additional synergy stacks, tho.
Overkill also triggers the reward mechanic on each proc
Strife and Resolve
Spend the time to rework this system.
Perhaps come back to this later today.
Strife and Resolve: Reworked
Fully remove Resolve, Suffering, and Crisis
Fully remove Strife as they currently function
See Rework: Death, Strife, Resolve for design intent
Implement Backend and UI for Strife shops
Reuse 3 shop dealer for upgrades
Now upgradable via strife tab at any point
Design special strife card to present and track upgrades
Created!
Implement backend for strifes and upgrade
These mostly tie into existing systems so the hardest part is just organizing, tracking, and presenting the data
Use current strife presentation system to deliver a strife at start of game and after bosses
Create way to put money into strife upgrade and way to track progress towards it.
Death: Reworked
Remove Suffer and Sacrifice Options
Replace with a singular, consistent function
Offer 1 of 3 completed item rewards
Slap on the ass on the way out
Grant 1 random Strife
Grant 1 free strife upgrade selection
I still like this feature, but I'm saving this to be an ascension-type thing.
Create UI to communicate lives
Overkill
quick explanation on first trigger
Effects on trigger
Some kind of mild screen effect to emphasize change in combat state
Entirely reworked this shit lmao. Took like 20 minutes to implement in a way more intuitive way.
And the best part is: I think it's better.
Luck stat
Influences shop odds
Influences reward rarity from overkill/combat
Create base stat
This justifies an item for luck
Could be neat to have luck do lots of things, such as chance to make shop items cheaper and stuff
Chance to see random shit in general
This is a problem for later
For now, simply implement the stat and allow it to modify rewards and shop odds
Stat presentation
Ref mega bonk
Simple, effective communication
Combat UI
This will need some work but it's a problem for later
Update 12/6/25: got a lot of it done
Synergy emblem to show just synergy icon, current stacks, and next interval breakpoint
Sound effects for as much as possible.
11/13/25
Bugs
Purchasing the second copy of a shop item does not play animation and instantly completes the item without destroying the shop prefab
When dragging an item to inventory, it is hidden behind inventory
That fixed itself but now the prefab is hidden behind the event panel lmao
Dragging items on bench but not into the inventory creates dupes all over.
MenuUI not disabling when entering combat 3
Stage progression UI was walking up the hierarchy and reenabling it
Tweaks
Deal animation feels too slow when rolling lots
Deal animation 0.15 -> 0.1 -> 0.125 -> .12
Flip duration 0.2 -> 0.1 -> 0.125 -> 0.15
Stagger offset 0.1 -> 0.05 -> .1 -> .09
TransitionPanel above everything else in priority or higher canvas layer (except border)
Put in rounded card edge
Put in the existing reworked items
Removed initial corruption item
I'll add that later as an ascension
Instead, increase base corruption/round
This also favors making the game easier for players and gives them time to get a build going before getting hit with enemy abilities
Swapped round summary image to something that makes white text readable
Deck origin and shadow disables during GameState == RoundSummary
Removed round summary entirely.
Currency now pays out on combat victory rather than as a passive amount
To do:
Need to add animation for completed item to hide weird behaviour.
The newly purchased item moves to the slot next to the others then combines.
Also need the items to not move on the bench every rebuild
Bench and inventory prefab must match shop prefab
Animation for overkill rewards
+sfx
Animation for overkill activation
+sfx
Round Summary
Consolidated into combat reward screen
Cause rotating rings and pulse when corruption is above purchase amount (40)
A small sound effect too
Drag to sell location
Combat pause and combat speed buttons
Reward combat screen of slay the spire
Gold acquired
Gold from elite/boss
"Select Stat Reward" or something cooler sounding to then present the 3 selections
Can be coupled into round summary
Victory; A Powerful Fight with Many Rewards" Yes, I would like 3 block solutions in 1 reward. : r/slaythespire
Disable overkill on initial combat
Improve overkill communication
Trigger
Progress towards proc
Damage numbers damage numbers damage nuuydmerbs damage dbnumber damagee dumbers da
12/6/25: still didn’t fuckin do it lmao imagine
Display econ
Communicate that items are not interactable once in inventory
A call in combat selection that the most recent item will be per permanently committed on combat select
11/25/25
Tutorial feels wayyy too cluttered. Going to space it out some.
Done:
TransitionPanel now blocks raycasts during transitions to prevent clicks through animations
Item inv -> bench transfer broken.
Had duplicate bench drop area. Using correct one now.
Added camera panning on non-combat phase, so background is space and shiet.
Gave small border around entire screen to give depth/overlay illusion
Removed gift/deals as they are bugged
I will consolidate that into "Endeavor" or something like that later.
Created space around edges of core UI elements to allow space background to be visible through it
Added transparency for same effect
Fixed corruption not having a horizontal layout group
Better spacing for 3 card display
Round progression icons align with shop border
Despair shop now correctly clears prefabs on purchase
Econ eye-cons gold on activation
Removed simple tooltip asset from strife to prevent it from breaking all tooltips
Round tracking prefab top right now sized to fit border
Inventory and bench now use same item format as shop
This was actually a huge pain in the ass lmao
Like, 4-6 hours or more
Fixed infinite money glitch that was using hard coded combine count of 3 instead of updated combinationRequirement = 2;
Heart destroyed visuals on boss select
Boss ability tooltips
Time slow, pause, increase during combat
Tooltips on econ objects
Round progression at top center is highly inconsistent with displaying progress
Also doesn’t show upcoming boss name
Other systems ignore the smaller bench strife
Disabling this is a valid work-around for now
Elite tooltips/combat select
Warning about item locking
Double round invocation? Round 3 shows round 4
Need to disable single item shop after round 2
Enemy buff spawns too large in enemy tab
Rarity colors suck atm
Call next state whenever there are no more combat rewards
Tooltips need to remember time before pausing and put it back to that
First gun kill doesn’t play dummy death anim
Death all fucked up
Tracking down round header bugs
Fine at initial conditions
Does not say name of upcoming boss
It breaks during encounter selection
Fine again during combat selection
Doesn’t show w or L
Solved by entirely redoing it
11/29/25
Tutorial complete, baby
12/6/25
The theme of the last 2 months has been entirely "How can I make this as simple as possible while still holding true to what the core is about?"
Round progression entirely reworked
Now functions properly
State automatically advances whenever last combat reward is selected
Removed the fancy state icons
Now static symbols on top left describing each state
Added tooltips to interest Eye-cons
Renamed Corruption Despair Chaos
Combined encounters and item shop into a single state with varied shops.
Made tutorial a bit more exciting
Attack speed on all rounds
First Shear reduces shear cost and attack speed to exemplify it
Granted the player item slots and opportunity to make a build before boss
Added grace period on defeat conditions. Ties now favor the player.
I didn't note about as many changes as the ones that I did note. I also date them sporadically so each dated entry covers a decent length of time.
Files
DPS Check
Roguelike deckbuilder-ish autobattler
| Status | Prototype |
| Author | aaronbilliot |
| Genre | Strategy |
| Tags | Automation, Deck Building, Difficult, No AI, Roguelike, Roguelite, Unity |
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