Problem
What needed structure
Turn-based prototypes quickly become difficult to maintain when UI state, timers, player order, cards, and phase transitions are coupled together.
Unity · Game Prototype
A Unity prototype where the focus is not only visuals, but also deterministic round flow, state transitions, player order, and UI feedback.

Problem
Turn-based prototypes quickly become difficult to maintain when UI state, timers, player order, cards, and phase transitions are coupled together.
Approach
DO IT separates round context, turn order, card data, player state, and phase UI so each prototype phase can evolve without rewriting the entire game loop.
Highlights
Round-card phase
First-player badge flow
CSR buy / pass loop
Timer and turn-order management