Wrath of Olympus is an asymmetric turn-based strategy card game where players duel as mythological gods, each defined by a distinct combat identity, resource economy, and AI-driven behavior. The project focused on creating a strategic gameplay experience that combines card-based combat, resource management, and adaptive decision-making through clear interaction patterns and readable interfaces.
Beyond designing the game’s mechanics, I developed the combat UI, information hierarchy, and interaction systems to help players understand changing game states, evaluate tactical options, and make confident decisions throughout each encounter. By balancing gameplay depth with visual clarity, the experience encourages strategic thinking without overwhelming the player.
Combat Interface
The combat interface was designed to support strategic decision-making by presenting complex gameplay information through a clear visual hierarchy. Player resources, combat status, card interactions, and world progression are organized to help players quickly understand the current game state while balancing immediate tactical choices with long-term planning.

Character Interaction
Each playable god introduces a distinct combat identity through unique abilities, resource priorities, and AI behaviors. Rather than encouraging a single optimal strategy, the interface communicates changing combat states that support adaptive decision-making throughout every encounter.

Ares
Relentless Offense: Ares rewards aggressive play through high-damage attacks and constant pressure. His abilities encourage players to take initiative, maintain momentum, and overwhelm opponents before they can recover

Athena
Defensive Control: Athena emphasizes precision, defense, and counterplay. Her toolkit focuses on mitigating damage, reflecting attacks, and rewarding careful timing over direct aggression.

Hades
Strategic Endurance: Hades excels in sustained combat through resource management, healing, and gradual advantage. His abilities support a patient playstyle that rewards long-term planning and calculated decisions.
Card Interaction System
Cards serve as the primary interaction model, translating combat mechanics into clear player decisions. Each category supports a distinct tactical purpose while encouraging players to balance immediate actions with long-term strategy through timing, resource management, and adaptive decision-making.

Attack Cards
Focused on applying pressure through direct damage and offensive momentum, encouraging proactive and aggressive play.

Defense Cards
Provides survivability through damage mitigation and recovery, supporting reactive strategies and careful resource management.

Shield / Skill Cards
Introduces counterplay through reflection and temporary protection, rewarding prediction and defensive timing.

Special / Utility Cards
Offers conditional effects, healing, and resource manipulation, increasing strategic flexibility across different combat situations.
Strategic Design
Conditional Effects
Cards respond to changing combat states, rewarding players who adapt their strategy and carefully consider the timing of each action.
Risk vs. Reward
Powerful effects often require sacrificing immediate safety or resources, creating meaningful trade-offs rather than obvious choices.
Counterplay
Defensive and reactive mechanics encourage players to anticipate opponent actions, making every turn an opportunity to respond rather than simply attack.
Character Identity
Each god features unique cards and abilities that reinforce a distinct combat identity while encouraging different approaches to strategy and resource management.
Core Mechanics
The combat system is built around four interconnected resources that shape every player decision. Rather than serving as isolated values, each mechanic contributes to a broader strategic loop, balancing short-term tactical actions with long-term planning and adaptive gameplay.
Developed within the IVGC program at XAMK by expanding a course framework with original gameplay systems, UI, progression, and level design in Unity using C#.
AI-assisted tools supported concept exploration, iterative visual asset creation, audio generation, and selected implementation tasks throughout development.