
Drunk Wizard
A downloadable game
Drunk Wizard – Hackathon Pitch
Drunk Wizard is a turn-based combat game where you enter a tavern and battle a drunk wizard! The game blends strategy with randomness as players roll a slot machine containing four core elements: Fire, Water, Wind, and Earth. Each turn, you build attacks, defenses, and buffs from these elements to shape the outcome of the battle. Every encounter feels fresh, unpredictable, and exciting.
Core Mechanics
• Element Slot System – Roll three elemental slots per turn and select one per slot. The order and combination determine your turn’s effects.
• Elemental Effects –
Fire: High damage with a small recoil risk.
Water: Healing and shield generation.
Wind: Quick attacks with a chance for double strikes.
Earth: Strong defense and shield-to-damage conversion.
• Enemy Scaling – The enemy grows stronger after each turn, pushing players to adapt.
Why It Works
• Merges luck-based rolling with meaningful strategy.
• Encourages experimentation with elemental combos and timing.
• Delivers satisfying feedback through visuals, timing, and sound.
• Easy to learn, but with plenty of tactical depth.
Technical Details
Engine: Unity (C#)
UI: TextMeshPro, custom pixel-based layout
Audio: Unity AudioSource with retro-inspired sound effects
Logic: Modular Combat Manager with coroutine-based timing
Assets: All pixel art and animations made in Aseprite
Development Challenges Maintaining consistent turn logic across multiple Unity scripts required careful structure and timing control. Ensuring pixel-perfect rendering for Aseprite art took extensive tweaking of import settings and camera scaling. These challenges deepened my understanding of Unity’s rendering pipeline, scene hierarchy, and component-based design.
Innovation
• Blends probability with classic RPG combat logic.
• Dynamic combat narration system that reacts to each move.
• 90% of the art assets created by me.
• Adaptive difficulty curve that scales with turn count and performance.
Future Development
• Add cooperative or competitive PvP modes.
• Introduce deck-building and long-term progression.
• Procedural encounters for roguelike replayability.
Team Peyton Barnes – Game Logic, Systems, UI Development, Original Art/Animation (Aseprite), and Unity Implementation
| Status | Released |
| Author | nyxxine |
| Genre | Action |
| Tags | Pixel Art, Singleplayer |
| AI Disclosure | AI Assisted, Code |

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