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

Build.zip Play in browser
11 days ago

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