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bwohldmann

PROFILE

Bwohldmann

Over seven months, contributed to the SWU-Karabast/forceteki repository by designing and implementing new card game features, refining event-driven mechanics, and enforcing complex rule interactions. Delivered over a dozen new cards and event systems, including advanced targeting, token management, and deck manipulation, all supported by robust unit testing. Used TypeScript and JavaScript to expand gameplay depth, improve reliability, and streamline player interactions. Collaborated closely with other developers, co-authoring commits and enhancing test coverage to reduce regressions. Focused on maintainability and business value, the work enabled richer strategic options, improved user experience, and ensured compliance with evolving game rules and requirements.

Overall Statistics

Feature vs Bugs

71%Features

Repository Contributions

24Total
Bugs
6
Commits
24
Features
15
Lines of code
3,952
Activity Months7

Work History

July 2026

1 Commits • 1 Features

Jul 1, 2026

July 2026: Implemented a ViewCardSystem to replace the deck search on Qui-Gon Jinn, eliminating unintended interactions with other game effects (notably Arcana Star Map) and stabilizing card resolution. Introduced customizable button text via noSelectedCardsButtonText to improve UX. Updated tests to reflect the new behavior and to ensure deck search modifiers no longer influence this ability. Added sequential event logging refinements to avoid duplicate messaging. The change reduces edge-case bugs and improves determinism in card interactions.

June 2026

5 Commits • 4 Features

Jun 1, 2026

June 2026 monthly summary for SWU-Karabast/forceteki. This period focused on delivering new content and strengthening test coverage to enhance gameplay depth, reliability, and business value. Key work centered on expanding unit diversity, introducing a new character card with strategic reveals, and adding an event card to enable dynamic play scenarios. All features were implemented with accompanying tests to ensure quality and maintainability. No major bugs were recorded in the provided data; QA and test signals were maintained alongside feature development. Deliverables span three new content areas: units, character cards, and event cards, each with associated tests and documentation within the repository. Cross-team collaboration was evident through co-authored commits.

May 2026

2 Commits • 1 Features

May 1, 2026

May 2026 monthly summary for SWU-Karabast/forceteki focused on improving game balance and expanding strategic options while ensuring compliance with the latest rule clarifications. Delivered two new event cards that enhance gameplay and stream token management, and implemented a critical rule fix to prevent erroneous credits generation. These changes are aligned with business goals to increase player engagement and maintain revenue relevance through deeper strategic depth.

April 2026

3 Commits • 1 Features

Apr 1, 2026

April 2026: Delivered a new Card Set (Maul, One Last Lesson, Captain Vaughn) to broaden strategic depth and player engagement. Fixed Double Cross credit allocation to ensure the correct rewards under the event’s unique rules, improving fairness and match integrity. This period also demonstrated strong collaboration and traceability through multi-author commits and clear references, supporting maintainability for future content. Business value includes increased player retention, balanced gameplay, and reliable rewards systems.

February 2026

3 Commits • 2 Features

Feb 1, 2026

February 2026 monthly work summary for SWU-Karabast/forceteki: Delivered two new features and one rule-enforcement bug fix, enhancing gameplay depth, token economy, and test coverage, with a focus on business value and reliability.

January 2026

4 Commits • 2 Features

Jan 1, 2026

January 2026 (SWU-Karabast/forceteki) delivered reliability improvements, expanded card targeting capabilities, and added new content that enhances strategic depth and player engagement. Highlights include a critical fix for the regroup-phase draw resolution, implementation of advanced targeting patterns (including "unless" targeting) with a refactor to unify targeting across cards, and a major gameplay release introducing a new event card and two new units with credit-token mechanics. These changes improved gameplay consistency, expanded deck-building options, and created new monetization/retention opportunities through richer content.

December 2025

6 Commits • 4 Features

Dec 1, 2025

December 2025 monthly summary for SWU-Karabast/forceteki: Delivered a set of new cards and deck-management features that deepen strategic gameplay and improve rule consistency, while strengthening test coverage and collaboration across the team. Highlights include new character cards (Lando Calrissian and Doctor Aphra) with discard/retrieve mechanics, Sarlacc and Great Pit of Carkoon enabling deck search and card manipulation, and Qui-Gon Jinn deck manipulation with enhanced search system. Implemented critical bug fixes (Cobb Vanth free-play restriction; Qui-Gon Jinn naming convention) and added tests to prevent free play from hand and to guard against defeated cards being replayed from discard. The changes position the product for richer player choice, faster deck-building flows, and fewer edge-case regressions, supporting growth in player engagement and monetization opportunities through deeper gameplay interactions.

Activity

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Quality Metrics

Correctness99.2%
Maintainability85.8%
Architecture91.6%
Performance85.8%
AI Usage25.0%

Skills & Technologies

Programming Languages

JavaScriptTypeScript

Technical Skills

Game DevelopmentJavaScriptTypeScriptUnit Testingcard game mechanicsevent-driven programminggame developmentgame mechanicssoftware design patternstestingunit testing

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

SWU-Karabast/forceteki

Dec 2025 Jul 2026
7 Months active

Languages Used

JavaScriptTypeScript

Technical Skills

JavaScriptTypeScriptcard game mechanicsgame developmentunit testingevent-driven programming