Devil’s Gambit
2D - HAND DRAWN - ACTION ADVENTURE - METROIDVANIA
Overview
Devil’s Gambit is a 2D dark-fantasy Metroidvania that casts players as the Charlatan, a doomed gambler bound to a devilish patron. Armed with cursed playing cards and hellish magic, the Charlatan must cheat fate, challenge Hell’s hierarchy, and fight his way out of its decaying, layered depths.
This project was developed as a vertical slice in Unity by a small team and submitted to the Academy of Art University 2024 Spring Show, where it was selected as a finalist in the Full Game category.
As the lead game designer, I was responsible for defining the game’s core identity, including worldbuilding, player abilities, combat systems, and overall level flow. I programmed the player character controller and boss encounter in C#, ensuring movement and combat felt responsive and mechanically cohesive. I also wrote the Devil’s dialogue and narrative cutscenes, shaping the tone and personality of the world, and created promotional assets such as the game logo and iconography.
The entire demo was concepted, designed, built, and polished in a 59-day production window.
Demo Release Trailer
Download our Demo Here
Gameplay Showcase
The Devil shows off the tower of Hell
The Gambler attacking an armored Warden
Finding the first respawn statue
Climbing Hell's blasted steps
Avoiding incoming fire
Sometimes even secret doors can hide goodies and badies
A fight against an arch-demon, the Martyr King
The Martyr King shows his strength with an empowered chain pull
Behind the Scenes
Because I was in charge of creating player mechanics and combat, I had this early idea to have each gamepad key activate different spells or weapons. This idea never came to fruition though, as our timeline was just too short.
During our initial exploration phase we started sketching out 2D maps inspired by games like Hollow Knight and Blasphemous
Getting the tutorial right was our first step, and you can see both design and art coming together here to get those ideas down
After getting some basic blockout in Unity, our artist did some drawovers to get some rough structural ideas out
And so we came together to start refining the level bit by bit
A tutorial section featuring a one way drop that requires a wall climb ability to get back up. The point was to pick it up at the end and make a sprint back.
And again, we iterated to make it a clean loop with some visual clutter removed.
We used to do mood sketches to explore the visual themes of the game. You can also see early animation graphs in the top left.
Attack frames for the Gambler
Animation frame sketches for our main enemy, Wardens
Early visual exploration into our main boss, the Martyr King
Figuring out the movement of aerial card throwing attacks
Working with our artist to figure out how to adapt the Martyr King's attacks and mechanics into visual key frames
It was helpful to have our animation / logic chart to work off of visually
We couldn't get away from new weapon ideas, so here's one of an electrified whip that could be used as a spacing tool.
We had to explore ways to handle throwing cards in different directions
As we got closer to our deadline and our exploration phase came to an end, we started using our whiteboard to create a checklist for what needed to be done.
Our friends started to help us produce assets, with one being fully remote. We set up our dorm room with all our computers and devices at a large table we bought just so we could work facing each other. Now we could stay connected anywhere anytime. In the background we've have our TV playing full playthroughs of metroidvania games.
Our last month of production was on a tight schedule we had posted on our fridge. We only had one week to playtest and bug fix before the spring show!