A Unity game based on spinning mechanics and zone progression.
The player spins the wheel to collect rewards, encounters higher-value rewards as zones advance, and avoids bombs while expanding their inventory.
Core systems include Wheel mechanics, Zone progression, Slot/Reward generation, Card inventory, Object Pooling, and animated UI structures.
๐ https://omerozerf.itch.io/wheel-of-fortune
๐ https://drive.google.com/drive/folders/1vAjKEF8tkwy2UwZllpBJsYHQo_hDQJl1?usp=sharing
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Gameplay GIF โ Aspect Ratio: 16:9 |
| 16:9 | 20:9 | 4:3 |
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| 16:9 | 20:9 | 4:3 |
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| 16:9 | 20:9 | 4:3 |
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- All wheel parameters adjustable via Inspector.
- WheelSlotController selects SlotSO for each slice.
- Empty
allowedSlotsโ selection from global pool. - Defined
allowedSlotsโ restricted selection. - Normal Zones โ 1 bomb assigned randomly.
- Safe/Super Zones โ 0 bombs.
- Rarity weights increase with zone progression.
- Automatic rarity weighting (CommonโLegendary).
- SlotSO stores icon, rarity, metadata, and values.
- Reward scaling tied to zone index.
- Zone power affects min-max reward outputs.
- Infinite horizontal scrolling structure.
- Zones recycled when leaving the screen.
- Safe Zone every 5 levels, Super Zone every 30 levels.
- UI colors adapt dynamically per zone.
- New rewards create a new Card; duplicates increase count.
- VFX sequence: scatter โ move โ fade.
- All VFX controlled by Object Pool.
- All screens use CanvasGroup fade transitions.
- Bomb triggers red glow effect.
- Buttons connected only via scripts (no Inspector OnClick).
- UI animators stored on separate child objects.
- All VFX pooled.
- No Instantiate/Destroy during gameplay.
- DOTween sequences auto-despawn.
- Canvas Scaler: Expand
- All UI: TextMeshPro
- Anchors/pivots verified for 20:9, 16:9, 4:3
- Sliced Sprites used where needed
- Non-interactive images โ RaycastTarget disabled
- No OnClick events in Inspector
- Animator components not placed on root transforms
- Dynamic UI names end with
_value - Required resolution screenshots provided
- Android 7.0+
- ARMv7 & ARM64 supported
- Landscape-only
- Tested on: 20:9, 16:9, 4:3
- Spin uses DOTween โ
DORotate - Ease: OutCubic
- Spin duration increases per zone
- Final rotation snaps to nearest slice angle
- Slice index determined from normalized Z rotation
- Consistent behavior across all aspect ratios
zonePower = zoneIndex * powerMultiplier- Reward ranges scale from zonePower
- Rarity weights ramp with zoneIndex
- Safe/Super Zones override bomb logic and modify rarity probabilities
- Normal Zones โ exactly 1 bomb
- Safe Zones โ 0 bombs
- Super Zones โ 0 bombs
- Bomb always assigned to a valid non-reward slice
- If slice restrictions exist, bomb respects allowedSlots rules
- Icon
- Reward type
- Rarity
- Metadata
- Allowed slice configuration
- Zone type (Normal, Safe, Super)
- Theme colors
- Reward modifiers
- Rarity weighting
- Safe Zone interval
- Super Zone interval
- Base multipliers
- Global gameplay values
- Game loads โ Zones created
- Player taps โ Wheel spins
- Wheel stops โ Slice identified
- Reward processed โ Card updated
- Zone progresses โ New slots generated
- Exit only possible in Safe & Super Zones












