Inspiration
Our inspiration for the game came from our love of RPGs, roguelikes, and gacha games. We wanted to combine elements from each of these genres into a single experience. To make the combat system stand out, we introduced a gambling-based mechanic that adds risk and reward to every interaction.
What It Does
All In! is a 2D RPG-style battle system where the main gimmick is gambling, and this applies to all aspects of combat.
For example:
- When an enemy attacks, the player can attempt to parry by guessing whether the attack is close-range or ranged
- If the player guesses correctly, they reflect the damage and deal additional damage
- If they guess incorrectly, they take the hit
This creates a system where every decision involves risk and strategic thinking.
How We Built It
Engine: Unity (C#)
Frontend: Unity
UI and Sprites
- Created using Procreate
- Exported and implemented into Unity
Challenges We Ran Into
Merge Conflicts
- Faced issues when combining work from multiple team members
- Learned the importance of version control and coordination
Status Effect Infliction
- Wanted specific attacks to apply specific status effects
- Solved by:
- Creating a StatusEffect class
- Implementing a Status Effect Manager to handle active effects on each unit
- Creating a StatusEffect class
Turn Changing
- Turns switched instantly with no delay, making gameplay feel abrupt
- Solved by using coroutines to introduce timing between actions
Accomplishments That We're Proud Of
- Created a video game for the first time
- Implemented a working turn-based combat system
- Built modular systems using classes for:
- Items
- Attacks
- Status effects
- Items
- Successfully integrated custom assets into Unity
What We Learned
- Learned C# programming
- Gained experience with Unity engine tools and workflows
- Improved understanding of object-oriented design
- Learned how to collaborate on a shared project
What's Next for All In!
- Implement roguelike elements (progression, replayability)
- Add more content:
- Enemies
- Status effects
- Items and attacks
- Enemies
- Introduce sound effects and music
- Continue refining gameplay and balance
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