
Brian Wohldmann contributed to the SWU-Karabast/forceteki repository by developing eight new gameplay features and resolving four bugs over three months, focusing on card game mechanics and event-driven programming using TypeScript and JavaScript. He introduced new character and event cards with advanced targeting, discard, and deck manipulation abilities, expanding strategic depth and player engagement. Brian enhanced the targeting system to support conditional actions, unified targeting logic across cards, and improved rule enforcement through targeted bug fixes and expanded unit testing. His work deepened the token economy, improved gameplay consistency, and increased test coverage, resulting in a more robust and engaging game experience.
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.
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 (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.
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 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.
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.

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