DEV Community

Cover image for Devlog: Adding a "VICTORY" Screen to Fix Abrupt Combat Transitions in Our Deckbuilder
GameDecisionDiagram
GameDecisionDiagram

Posted on

Devlog: Adding a "VICTORY" Screen to Fix Abrupt Combat Transitions in Our Deckbuilder

Introduction

In our upcoming deckbuilding roguelike, we recently added a dedicated Victory screen transition right after winning a combat encounter.

Previously, the moment you dealt the finishing blow to an enemy, the game instantly cut straight to the card reward selection screen ("Choose up to 2 Rewards"). While technically functional and fast-paced, the transition felt jarringly abrupt. It lacked the essential feeling of triumph and impact that a combat win should provide.

Here is a quick look at why we addressed this and how we balanced reward impact with game tempo.


The Problem: An Instant Jump to Rewards Felt Anticlimactic

Previous Flow:

Enemy HP reaches 0 (Finishing blow)
  ↓ (Instant transition)
Reward Selection Screen (Choose up to 2 Rewards)

Enter fullscreen mode Exit fullscreen mode

The reward screen itself was already working fine, but transitioning into it with zero breathing room introduced a couple of UX issues:

  • Lack of Catharsis: Winning a tough encounter or surviving a close call felt hollow without an explicit moment acknowledging the win.
  • Cognitive Disconnect: Players barely had a split second to realize "Did that hit actually finish them off?" before an overlay of cards suddenly appeared on screen.

The Solution: Introducing a Dedicated Victory Phase

Updated Flow:

Enemy HP reaches 0 (Finishing blow)
  ↓
[New] VICTORY Phase (Confetti particles + "BATTLE CLEAR" banner)
  ↓ (Click to proceed)
Reward Selection Screen (Choose up to 2 Rewards)

Enter fullscreen mode Exit fullscreen mode

1. Punchy "VICTORY" Cut-in on the Finishing Blow

The second the lethal blow connects and drops enemy HP to zero, a prominent banner reading "VICTORY - BATTLE CLEAR -" pops up in the center of the screen, accompanied by bursts of confetti particles across the screen. This immediately delivers clear visual feedback that the battle has ended in triumph.

2. Player-Controlled Pacing ("Click to Proceed")

One risk with victory sequences in roguelikes is locking player input for too long, which creates friction during repeated runs.

To maintain a fast rhythm, a prompt appears underneath the victory banner allowing players to click anywhere to instantly skip to the rewards. Players can pause for a moment to savor the victory, or immediately click through if they want to keep the momentum going.


The Result

Adding just this single beat between combat and the reward screen noticeably improved the overall game feel. While the card reward mechanics remain unchanged, this small buffer lets players take a breath and gets them excited to choose their cards for the next leg of the run.


Play & Join Our Community!

You can play the latest build directly in your browser for free:
👉 Play CIDER on Godot Games

We are also looking for feedback on our attribute mechanics and general combat feel! Drop by our Discord and let us know what you think:
💬 Join our Discord Server


Next Steps

  • SFX & Jingle Tuning: Smoothly blending the impact sound of the finishing blow into a short victory jingle.
  • Transition Polish: Refining the fade/overlay transition from the victory screen into the reward UI.

Balancing snappiness with rewarding feedback is always an ongoing process. Feedback and thoughts are always welcome!

Top comments (0)