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Wheel Rewards Progression Game

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.


๐ŸŽฎ Playable Demo

๐Ÿ‘‰ https://omerozerf.itch.io/wheel-of-fortune


๐ŸŽฅ Gameplay Videos & Screenshots:

๐Ÿ‘‰ https://drive.google.com/drive/folders/1vAjKEF8tkwy2UwZllpBJsYHQo_hDQJl1?usp=sharing


๐ŸŽฎ Gameplay Preview

Image Description
Gameplay GIF โ€” Aspect Ratio: 16:9

๐Ÿ“ธ Screenshots

In-Game Screens

16:9 20:9 4:3

Reward Screens

16:9 20:9 4:3

Bomb / Lose Screens

16:9 20:9 4:3

Exit Screens

16:9 20:9 4:3

๐Ÿš€ Core Features

Wheel System

  • All wheel parameters adjustable via Inspector.
  • WheelSlotController selects SlotSO for each slice.
  • Empty allowedSlots โ†’ selection from global pool.
  • Defined allowedSlots โ†’ restricted selection.
  • Normal Zones โ†’ 1 bomb assigned randomly.
  • Safe/Super Zones โ†’ 0 bombs.
  • Rarity weights increase with zone progression.

Reward System

  • Automatic rarity weighting (Commonโ€“Legendary).
  • SlotSO stores icon, rarity, metadata, and values.
  • Reward scaling tied to zone index.
  • Zone power affects min-max reward outputs.

Zone System

  • 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.

Card System

  • New rewards create a new Card; duplicates increase count.
  • VFX sequence: scatter โ†’ move โ†’ fade.
  • All VFX controlled by Object Pool.

UI & Screen System

  • 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.

Object Pooling

  • All VFX pooled.
  • No Instantiate/Destroy during gameplay.
  • DOTween sequences auto-despawn.

๐Ÿ›  Technical Compliance

  • 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

๐Ÿ“ฑ Minimum System Requirements for APK (Android)

  • Android 7.0+
  • ARMv7 & ARM64 supported
  • Landscape-only
  • Tested on: 20:9, 16:9, 4:3

๐ŸŽก Wheel Spin Behaviour (Technical)

  • 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

๐Ÿ“ˆ Zone Progression Formula

  • zonePower = zoneIndex * powerMultiplier
  • Reward ranges scale from zonePower
  • Rarity weights ramp with zoneIndex
  • Safe/Super Zones override bomb logic and modify rarity probabilities

๐Ÿ’ฃ Bomb Logic

  • 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

๐Ÿงฉ ScriptableObject Structure

SlotSO

  • Icon
  • Reward type
  • Rarity
  • Metadata
  • Allowed slice configuration

ZoneInfoSO

  • Zone type (Normal, Safe, Super)
  • Theme colors
  • Reward modifiers
  • Rarity weighting

CommonVariablesSO

  • Safe Zone interval
  • Super Zone interval
  • Base multipliers
  • Global gameplay values

๐Ÿงฉ Architectural Flow

  1. Game loads โ†’ Zones created
  2. Player taps โ†’ Wheel spins
  3. Wheel stops โ†’ Slice identified
  4. Reward processed โ†’ Card updated
  5. Zone progresses โ†’ New slots generated
  6. Exit only possible in Safe & Super Zones

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