Skip to content
Dio
Back to projects

Game Technology · /wacky-whackers

Wacky Whackers: The Ultimate Stick Battle

Find your stick, Fight with stick

A quirky exploration and turn-based battle game where players roam a village to discover, appraise, and duel with unique wooden sticks in a quest to become the Ultimate Whacker. Built for Gameseed 2025 under the theme 'Real Life Experience', achieving Top 60 national placement.

  • Unity
  • C#
  • First-Person
  • Turn-Based Combat
  • Exploration
  • Game Jam
Wacky Whackers: The Ultimate Stick Battle

Overview

A quirky exploration and turn-based battle game where players roam a village to discover, appraise, and duel with unique wooden sticks in a quest to become the Ultimate Whacker. Built for Gameseed 2025 under the theme 'Real Life Experience', achieving Top 60 national placement.

Problem

Childhood nostalgia often involves turning everyday objects into legendary artifacts—specifically, picking up tree sticks and pretending they are mythical swords. The design challenge was capturing this universal childhood fantasy into an engaging game loop that bridges exploration with tactical combat without losing its comedic charm.

Solution

  • First-Person Exploration: An immersive village roaming mode where players hunt for procedurally scattered or hidden sticks across riverbanks, bushes, and trails.
  • Appraisal System: An eccentric NPC appraiser who rates stick rarity, stats, absurd naming lore, and combat potential.
  • Turn-Based Duel Arena: Side-view combat transitions with strategic options (Attack, Skill, Defense, Dodge) where victory depends on matching stick attributes against rival wielders.

Architecture & Core Systems

  • Camera & Viewport Controller: Seamless switching between first-person navigation and fixed 2.5D side-view framing during combat encounters.
  • Inventory & Stick Data Structure: ScriptableObject-driven architecture storing stick parameters (rarity, stats, flavor lore, and 3D visual anchors).
  • Turn-Based Battle State Machine: Modular combat loop managing turn order, action resolution (Attack/Defense/Skill/Dodge), animation triggers, and damage calculation.

Technical Implementation

  • Gameplay Loop: Integrated dynamic interaction triggers (E to inspect/pickup, G to drop, I to inspect stats) with responsive UI HUD overlays.
  • Combat Timing & Mechanics: Risk-reward defense and dodge mechanics to reward calculated tactical decisions over simple button mashing.
  • Art & Asset Pipeline: Stylized environment coupled with 3D stick variations and expressive retro-inspired visual effects.

Challenges

  • State Transition Consistency: Handling smooth camera, UI, and input switching when transitioning from freeform 3D first-person exploration into grid-locked side-view turn-based battles.
  • Balancing Humor vs Depth: Designing combat modifiers that make absurd sticks mechanically distinctive rather than just purely aesthetic.

Results

Top 60 National Placement at Gameseed 2025. Published and fully playable on Itch.io.

Lessons Learned

Grounding game concepts in relatable childhood memories creates instant player empathy. Decoupling item statistics from visual meshes via modular data structures vastly speeds up prototyping and item balancing.

Screenshots & Gameplay

Visual assets and in-game captures from Wacky Whackers: The Ultimate Stick Battle. Click any image to open the full-resolution preview.