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.
- Fire: High damage, small recoil risk.
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
Built With
- aesprite
- unity

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