Wizard’s Demise is a 2D endless bubble shooter game developed in Processing. It was my first larger programming project and served as a hands-on exercise in gameplay loop design, basic graphics, and sound integration.
Role: Solo Developer
Languages & Tools used: Processing for coding, Inkscape for art, Audacity for music and some online PixelArt programm for conversion and drawing.
Development time: ~2 weeks
Platform: Windows (PC)
Language: English
Menu screen
Shooting blue orbs
Trying to hit them with red orbs
Gameplay video
The player starts with 10 Mana (blue) and 10 Energy (red) → Energy acts as life points.
Shoot blue orbs, then recapture them by shooting red orbs.
Recapturing grants score → multiplier increases with more blue orbs on the field, decreases with more red orbs.
Max 5 red orbs on screen, they disappear after 3 bounces if they miss.
Blue orbs ricochet infinitely until recaptured or hitting the player.
New round: when all blue orbs are recaptured and player has 0 mana → start again with 10 mana + score bonus.
Every orb hitting the player reduces Energy by 1.
Game over at 0 energy.
A/D — Move left or right
Shift + A/D — Run left or right
Space — Teleport
W — Hover / Thrust upwards
Left Click — Shoot Blue Orb (Mana)
Shift + Left Click (Hold) — Auto-shoot Blue Orbs
Right Click — Shoot Red Orb (Energy)
Core Mechanics: Orb shooting & ricochet system, teleport, hover/fly.
Systems: Menu system, highscore, text broadcast system.
Polish: Parallax background effects, automated voice lines, various animations.
Implementing an orb ricochet system with angle calculation, bounce limits and randomized trajectory.
Designing a scoring multiplier that balances risk vs. reward.
Creating a simple but functional menu and UI system from scratch in Processing.
This project taught me how to plan a gameplay loop and translate it into working code. I learned to prioritize core mechanics over visual polish, and gained confidence in working end-to-end, from coding to art and sound. In hindsight, I would focus earlier on testing and asset creation to reduce late-stage debugging and stress.