By Aria Chang Batdorff
Record start date: 01/30/2026
Current State: Milestone 4 - Rookie Award Entry

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Milestones
| No. | Milestone | Sprints | Duration | Status |
|---|---|---|---|---|
| 1 | GDC | 7 | Jan 30 - Mar 19 | 100% |
| 2 | AAU Spring Show | 2 | Mar 20 - Apr 2 | 100% |
| 3 | AAU Final Review | 5 | Apr 3 - May 7 | 100% |
| 4 | Rookie Award Entry | - | Ongoing | 75% |
| 5 | IGF Entry | 50% |
Note: weeks starts from Friday to Thursday for school schedule in 3rd and 4th sprint.
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Percentage of Completion
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This dev log starts with a prototype that has been worked on for 5 months. It went through multiple iterations and now has a solid mechanics and visions.
1st Iteration
The original goal for this turn- based combat is to make paper dolls fight each other and have their parts fall off when they get hurt. First prototype was created with the mechanics of dragging characters around based on how many action/move points they have. As they are moving, the animation sequence will gradually form.

2nd Iteration
The animation sequence on drag wasn’t clear at all. Though, the action point was a good mechanic to keep, so they were made into little icons that can be assigned to characters. This way, the character can do different action based on what icon they were given.

3rd Iteration
Since “puppeteering” is a core concept of the gameplay, the art style must match for the player to understand why are they dragging the character around. The first version of UI and style guide was creates, and the icons were made into “Action Coins.” The gameplay now is to solve the “combat puzzle” within limited round with the provided coin pool.
https://youtu.be/zJRqcu9rLek?si=bAGUiOKYdXjD88q7
4th Iteration
Based on the feedback of 3rd iteration, no one pays attention of the round and they never understand why they lose when they run out of it. Also, the strategy part is lacking since it is always way more beneficial for the player to let enemy guard. The mechanic was changed from “using all coins” to “filling all coin slots,” and that sets the solid strategic gameplay for every aspect.
https://youtu.be/MBhNI9ozvWI?si=SfykFb-Xn0h691eO
5th Iteration
Now, we are starting the 5th iteration. The visual until now has a lot of UI issues on HUD clarification and the style was more innocent-cute than what I wanted, creepy-cozy. This is the first thing needed fix.
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Combat vertical slice, a good portfolio piece and for finding potential opportunities.
Jan 30 - Feb 5, 2026
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Goals
â—‡ New HUD asset (100%)
â—‡ New environment asset (90%, not linked)
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After iterations, the core gameplay was finally settled. Start working on the art side. The new challenge is to match the visual to the gameplay, and it is hard on UI side.
Newest HUD is created based on all the feedback I got.

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Notes:
This is the start of my last semester. I spent the whole winter break thinking through how to make the paper theater stage convincing and at the same time good with player control. I had been through way too many iterations of my HUD but at least this looks pretty now.
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