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

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
  • 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
  • Introduce sound effects and music
  • Continue refining gameplay and balance

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