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

Download

Download
Drunk-Wizard-windows.zip 45 MB

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