Drunken Wizard – Hackathon Pitch

Overview

Drunken Wizard is a turn-based combat game where you enter a tavern and battle a drunk wizard! The game combines strategy with randomness.
Players roll a slot machine containing four core elements: Fire, Water, Wind, and Earth.
Each turn, they must choose a sequence of elements to build attacks, defenses, and buffs that shape the outcome of the battle.

The result is a blend of tactical planning and chance-based decision making that keeps every encounter unpredictable.


Core Mechanics

  • Element Slot System:
    Players roll three elemental slots each turn and select one per slot. The order and combination determine the effects of that turn.

  • Elemental Effects:

    • Fire: High damage, small recoil risk.
    • Water: Healing and shield generation.
    • Wind: Quick attacks, chance for double strikes.
    • Earth: Strong defense and shield-to-damage conversion.
  • Enemy Scaling:
    The enemy becomes progressively stronger after each turn, forcing adaptive play.


Why It Works

  • Integrates chance-based rolling with meaningful strategic choices.
  • Encourages experimentation with elemental synergies.
  • Uses clear feedback loops through UI, timing, and sound to make each choice impactful.
  • Simple mechanics with depth for both casual and competitive play.

Technical Details

System Tools
Engine Unity (C#)
UI TextMeshPro, custom pixel-based layout
Audio Unity AudioSource, retro-inspired sound design
Logic Modular Combat Manager with coroutine-based timing
Assets All pixel art and animations created in Aseprite

Development Challenges

  • During development, I faced several challenges working with Unity.
  • Maintaining consistent game logic across multiple scripts required careful structuring of turn systems and coroutine timing.
  • I also spent significant time ensuring all Aseprite-generated assets rendered correctly at pixel-perfect scale and aligned cleanly within the UI.
  • These issues strengthened my understanding of Unity’s rendering pipeline, object management, and component referencing.

Innovation

  • Combines probability systems with traditional RPG combat logic.
  • Real-time combat narration system that updates dynamically per action.
  • I created around 90% of the art assets myself
  • Adaptive difficulty curve that escalates based on turn count and performance.

Future Development

  • Expand to a cooperative or competitive PvP mode.
  • Introduce a deck-building progression layer for long-term strategy.
  • Add procedural encounters for roguelike replayability.

Team

Peyton Barnes – Game Logic, Systems, UI Development, and Original Art/Animation (Aseprite), Unity Implementation

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