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QuantumWombat

PROFILE

Quantumwombat

Over 17 months, contributed to Adam-G-Klein/UntitledCardGame by designing and implementing core gameplay systems, balance frameworks, and developer tooling using C#, Unity, and scriptable objects. Delivered features such as a modular card and companion system, dynamic AI behaviors, and a robust event-driven combat engine, while integrating analytics and data export tools for balancing and progression insights. Enhanced player experience through UI/UX improvements, localization, and accessibility updates. Addressed stability and maintainability by refactoring effect workflows, optimizing asset management, and automating build processes. This work enabled rapid iteration, reliable releases, and a scalable architecture supporting ongoing content expansion and business-driven enhancements.

Overall Statistics

Feature vs Bugs

72%Features

Repository Contributions

351Total
Bugs
71
Commits
351
Features
182
Lines of code
6,363,608
Activity Months17

Work History

May 2026

2 Commits • 2 Features

May 1, 2026

May 2026 monthly summary for Adam-G-Klein/UntitledCardGame, focusing on feature delivery, bug fixes, and strategic refactoring that drive business value and developer efficiency.

April 2026

46 Commits • 26 Features

Apr 1, 2026

2026-04 monthly summary for Adam-G-Klein/UntitledCardGame focused on delivering gameplay, UI, and progression improvements that enhance demo fidelity, player experience, and testing reliability. Key outcomes include a James Demo Mechanics Overhaul that clarifies first/second shop data, removes static offerings in favor of pools, and updates starting decks for balance; Haemon adjustments that tie energy and card draw to positioning, expanding strategic depth; and the establishment of Static Shop Card Offerings with improved demo shop design for consistent testing. Shop progression and cinematic unlock tweaks were implemented to support narrative pacing, including adjustments to final shop unlock logic. The card library was expanded with new implementations (Down Under Force, Sniper Rifle, Ghost Pepper) and multi-deck view enhancements that improve visibility and decision-making. UI/UX and accessibility were strengthened with enhanced tooltips, targeting support, and end-turn flow improvements, while playtests drove starting deck balance, and numerous bug fixes stabilized interactions (hand input, end-turn dialogue, onboarding combat, and demo/static shop UI). Localization and drafting/help text refinements reduced friction and improved clarity. Overall, this work accelerates iteration cycles, strengthens the demo experience for stakeholders, and sets a solid foundation for future expansions and testing.

March 2026

7 Commits • 7 Features

Mar 1, 2026

March 2026 monthly summary for Adam-G-Klein/UntitledCardGame focused on delivering balanced gameplay, robust tutorials, improved card-handling logic, and rendering performance. The month included a series of small to mid-size feature work and asset/attribution cleanups, with an emphasis on business value: smoother player onboarding, more reliable in-hand card interactions, and reduced rendering costs across multiple textures. Key changes spanned gameplay adjustments, UI/UX improvements, and documentation/credit corrections, all aimed at accelerating iteration and improving player experience.

February 2026

2 Commits • 1 Features

Feb 1, 2026

February 2026 performance for Adam-G-Klein/UntitledCardGame focused on delivering a major progression feature and associated balance updates to improve early-game viability and long-term engagement. Implemented Card Pool Initialization with Start-of-Run Unlocked Cards and Balance Updates, enabling runs to start with unlocked cards and recalibrating the card pool and shop probability to reflect player progress. Updated the card pool with new cards and balance changes, including nerfs to Bogmarch Eddy and Pathfinder and additions of Bezoar and Prophecy of Doom. This work is supported by two commits (52506734871f86e4326ce7b94f195bd79e92db7e and 1cafd1069e9b3d21547bf7267985c00053e2f84d), ensuring traceability. Overall impact includes improved onboarding, richer deck-building options, and a more balanced progression curve, contributing to higher engagement and clearer business value. Technologies/skills demonstrated include balance modeling, progress-aware deck-generation, and Git-based change traceability.

January 2026

24 Commits • 18 Features

Jan 1, 2026

January 2026 monthly summary for Adam-G-Klein/UntitledCardGame. This period focused on stabilizing core gameplay, enhancing deck-building dynamics, and expanding tooling for faster iteration. Key features and balance delivered include stacking powers with updated tooltips, cross-deck Tiefseeker activation and ironseed distribution adjustments, Scramble deck modification to add Bitterbark, a shuffle of the draw pile during combat in multi-deck view, and end-of-workflow highlighting for empty lists. Major bug fixes included correcting rarity assignments for Windreaver and Firebreather, patch version bump to 1.0.1, mana cost updating fix, and the ThisturnManaDecrease rule correction. These changes improve player decision value, pacing, and stability, and set the stage for future expansions.

December 2025

11 Commits • 4 Features

Dec 1, 2025

December 2025: Delivered a major feature expansion and stability improvements for Adam-G-Klein/UntitledCardGame. Implemented an expanded card system with Apocalypse card, PB_Ventilate, Scurry, and new powers, plus a leftmost-card targeting mechanic and on-draw effects to boost tactical depth. Aligned companion terminology from 'Status' to 'Charm' and adjusted related damage calculations and draw mechanics. Implemented economy pacing changes (reroll costs increased, post-battle gold reduced) to influence player decision-making and pacing. Strengthened stability and data integrity: Tooltip initialization to prevent null refs and non-mutating cache config handling to reduce combat side effects. These changes enhance player engagement, balance, and robustness, driving longer sessions and sustainable monetization.

November 2025

34 Commits • 15 Features

Nov 1, 2025

November 2025 focused on building a scalable, data-driven core for UntitledCardGame while delivering high-value features and stability improvements. Major architectural work established a robust event-driven core with a priority dispatcher, weighted TurnPhaseTrigger, and full Combat Entity Manager integration, enabling deterministic sequencing and easier extensibility. This was complemented by end-to-end combat lifecycle support (combat started/ended events) and Act 1 content updates to improve demo pacing. In parallel, analytics and UI improvements were added for better insights and decision-making (card category/rarity on CardBuy, shop upgrade analytics, and Convergence wording updates; Prometheus card removed). A suite of quality improvements fixed critical bugs and improved reliability, including tooltip and targeting fixes, animation corrections, and performance-oriented infrastructure work (Wombat worker, music dispatcher init, +4 block). Top achievements include: - Migrated to a priority-based event system across core flows, updating PlayerHand handlers and enabling weighted, deterministic ability ordering within the Combat framework. - Completed Combat Entity Manager and integrated combat start/end events to stabilize combat lifecycle and enable richer analytics. - Act 1 and early combat flow enhancements plus demo balance adjustments to improve onboarding and showcase synergy dynamics. - Analytics/UI refinements: added category/rarity to CardBuy events, introduced shop upgrade analytics, and cleaned up card naming/terminology (Convergence wording and Prometheus removal). - Quality and reliability improvements: fixed strength tooltip, cached food targeting cancellation, animation fix for the tempting devil pattern, Bloodied blade fix; audio trigger/initialization improvements; Wombat background task support; and +4 block adjustment.

October 2025

26 Commits • 15 Features

Oct 1, 2025

October 2025 highlights for Adam-G-Klein/UntitledCardGame: brand alignment, gameplay depth, and reliability improvements driving business value. Key deliverables include branding rename to Rite of the Dealer in project settings, Goon AI adjustments with random attack behavior and ascension balance, and Mama Money Mite AoE improvements; expansion of the power system with Power Generation, Exhaust mechanics, and Health manipulation powers; initial work on Discard Pack powers; implementation of Card Pricing by Rarity; and Analytics Integration setup for data-driven balancing and product insights. Major bug fixes enhanced stability and UX, including Vortex of Silence coding fix and related balance adjustments, card Blitz fix, mama money mite damage, null checks for cardInSelectionSpline and deck loading, Slow Burn buff logic fix, and Retaliation scaling fix. Overall, these efforts strengthen balance, reliability, and decision support, enabling faster iteration and clearer branding. Technologies demonstrated include gameplay systems engineering, balance tuning, null-safety hardening, UI accessibility, and telemetry integration.

September 2025

40 Commits • 14 Features

Sep 1, 2025

September 2025 performance snapshot for Adam-G-Klein/UntitledCardGame: Delivered a multi-faceted upgrade spanning balance maturation, content/economy enhancements, and UX reliability. The month focused on tightening the balance curve, expanding accessible content, stabilizing the card economy, and improving developer productivity and maintainability to support sustainable growth and better player experience.

August 2025

25 Commits • 11 Features

Aug 1, 2025

2025-08 Monthly Summary — Adam-G-Klein/UntitledCardGame contributions and outcomes. This period focused on delivering new gameplay features, stabilizing balance, applying critical bug fixes, and preparing content updates that drive player value and product quality. The work demonstrates strong alignment with business goals (player engagement, balance consistency, release readiness) and solid technical execution across features, fixes, and content updates.

July 2025

11 Commits • 4 Features

Jul 1, 2025

July 2025 performance summary for Adam-G-Klein/UntitledCardGame focused on architectural refinement, gameplay balance, and developer tooling to improve player value and maintainability. Delivered major pack/shop reworks, targeted card and ability tuning, and production tooling enhancements to streamline future iterations.

June 2025

5 Commits • 1 Features

Jun 1, 2025

June 2025 monthly summary for Adam-G-Klein/UntitledCardGame. Focused on stabilizing core gameplay, expanding strategic depth, and refining progression systems to deliver reliable combat, preserve player decisions, and improve engagement. Business value delivered includes increased combat reliability, preserved strategic options, richer gameplay with new enemy types and status effects, and smoother shop progression influencing player retention and monetization potential.

May 2025

8 Commits • 3 Features

May 1, 2025

In May 2025, delivered substantial content expansion and stability improvements for Adam-G-Klein/UntitledCardGame. Key features include an expanded card library with new Skrunkle packs and companion system enhancements, a new map (Pooh Bear's Palace of Pain) with revised enemies and Acts 1–3 balance, and internal tooling to export enemy data to CSV for analytics and asset management. A critical bug fix stabilized the core effect processing by refactoring the EffectManager to a single queue and coroutine, preventing interleaving and ensuring completion. Together, these efforts increased player engagement, improved balance and analytics capabilities, and reduced concurrency-related issues, demonstrating strong proficiency in Unity/C# development, deck-building tooling, and data-oriented tooling.

April 2025

15 Commits • 9 Features

Apr 1, 2025

April 2025 monthly summary for Adam-G-Klein/UntitledCardGame focusing on delivering business value, improving resource flow, and tightening gameplay reliability. Implemented data-driven tooling and system-level improvements to support future balancing and deployment.

March 2025

17 Commits • 9 Features

Mar 1, 2025

Month 2025-03 — Adam-G-Klein/UntitledCardGame Key features delivered: - Mab overhaul: expanded Mab healing/boon mechanics with new Mab cards (Alternative Medicine, Aura of Al-Zahrawi) and updated Mab companions/card pools to deepen strategic play. - Card system and deck interactions: Activate Aura now grants block with aura stacks; Catalyze Change re-added to neutral cards with aura-based discounts; Pooh Bear starting deck updated to reflect the new interactions. - Dynamic enemy AI: added AdaptWhenAlone morale state and related solo/defeat patterns for more responsive encounters. - New card type and UI polish: Overwhelming Curiosity introduced; tooltips, balance tweaks, and language clarity updates; companion descriptions and starting decks refreshed. - Release tooling and stability: improved release automation tooling (push_to_itch.sh) and versioning fixes; card exhaustion flow improvements and CardInHandEffect optimization to reduce glitches and improve performance. Major bugs fixed: - Tiefseeker asset bug: corrected HiddenStrength.asset value and updated TiefseekerStash.asset card type reference to include GUID for correct asset referencing. - Card exhaustion flow: ensured exhaustion effects complete before subsequent actions and improved post-exhaust card selection. - Compiler error fix: removed problematic compendium button handler and performed minor whitespace cleanup. - Softlock and lore tweaks: adjusted prefab instantiation order and renamed several enemies for lore consistency; other minor content tweaks. Overall impact and accomplishments: - Delivered meaningful gameplay depth and balance improvements across acts with new AI behaviors and card interactions, enhancing strategic decision-making and replayability. - Improved build reliability and release velocity through automation tooling and versioning fixes, reducing release risk. - Enhanced user experience with clearer UI/tooltips and better localization, while maintaining platform stability through stability and correctness fixes. Technologies/skills demonstrated: - Unity/C# development, AI behavior modeling, and card-system design. - Code quality improvements through refactoring (CardInHandEffect) and sequencing fixes (card exhaustion). - Build engineering and release automation (push_to_itch.sh), versioning, and deployment pipelines. - Localization, UI/UX clarity, and content tuning for gameplay balance.

February 2025

27 Commits • 19 Features

Feb 1, 2025

February 2025 — Monthly summary for Adam-G-Klein/UntitledCardGame. Focused on delivering depth, reliability, and maintainability to drive long-term business value. Key features delivered include a unified Card Filter system enabling consistent filtering across the game; Essence Feeder balance tweaks with 1 strength every 4 cards and increased overall difficulty; expanded late‑game content with an Act 3 roster and related enemy adjustments; and shop/UI improvements such as showing two starting companions on turn 2, Bulwark transitioning to a NonAttack card, and Pooh the Powerful with orb QoL. Additional quality-of-life improvements and refactors added robustness: reviving fallen companions during combat, discrete adjustments for Wutzorn, and a series of refactors (QueueEffectWorkflow, interrupt workflow separation, discard/exhaust simplifications) with accompanying documentation. Major bug fixes addressed interaction and calculation paths (button disable on click; GetCastingCard cancellation bug; Beezelbumbler abilities). Overall impact: stronger gameplay loop, improved player decision-making, greater survivability in encounters, and a cleaner, more maintainable codebase that accelerates future development.

January 2025

51 Commits • 24 Features

Jan 1, 2025

January 2025 — Adam-G-Klein/UntitledCardGame Core progress focused on the new entity abilities framework and its rollout across the game, plus balance work and targeted bug fixes that improve stability and playability. The month delivered a cohesive refactor of entity abilities with testing, on-death trigger handling, and companion editor capabilities, alongside migrations of several entities to the new system. These changes enable consistent behavior across encounters and simplify future tuning, QA, and expansion. Highlights include wide-ranging migrations to the new abilities system, Mab balance and portrait polish, Fireblob and related mechanics refinements, and the introduction of level-2/3 combination mechanics. Additional improvements improved debugging traceability (OnDeckShuffled source deck key) and introduced varied Pythia levels for tuning. Overall, these efforts increase gameplay depth, reduce long-term maintenance costs, and enable faster iteration on balance and feature work.

Activity

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Quality Metrics

Correctness87.6%
Maintainability86.6%
Architecture84.2%
Performance82.4%
AI Usage21.6%

Skills & Technologies

Programming Languages

BashC#JSONShellUSSUXMLUnityUnity AssetUnity MetaUnity YAML

Technical Skills

AI BehaviorAI IntegrationAI integrationAnalytics IntegrationAsset ManagementAutomationBackend DevelopmentBalance AdjustmentsBalance TuningBalancingBug FixingC#C# ScriptingC# programmingC# scripting

Repositories Contributed To

1 repo

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

Adam-G-Klein/UntitledCardGame

Jan 2025 May 2026
17 Months active

Languages Used

C#Unity AssetUnity YAMLYAMLBashShellUnityUnity Meta

Technical Skills

Asset ManagementC#Card Game DesignCard Game LogicCode CleanupConfiguration Management