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Released on Steam

Compactory

Solo developer ยท Unity, C#, Steamworks.NET

Compactory is a game that mixes order and chaos. Did you enjoy Overcooked, Unrailed, and Plate Up!? If you did, this game is meant for you! In Compactory, team up with your friends in a small space to produce as many resources as you can! Be careful not to get in each others' way! Choose from a variety of blocks to find the most profitable strategy!

What I built

As a solo developer, I built all of the systems. Some of the highlights include:

Object Behavior

Each object had its own class that implemented one of several key interfaces. Unique behavior belonged to that object and that object only. This includes the stats of the block to support modification via cards.

Save System

Using Steam Cloud to save files, I designed a scalable system to allow every block to have a saved state that could be loaded in another session.

Cards

A base card class allowed me to design new cards fairly easily, since I just had to specify which objects were included and how to modify their stats.

Progression System

All account progression data is synced via Steam Cloud, which includes object unlock data and character unlock data. Only unlocked objects can appear in non-Creative runs, and object unlocks are locked behind playtime by a currency system.

Procedural UI

All of the moving UI elements use procedural animations based on BMG Tools' movement equation helpers.

Build Phase

Organize your cave for optimal production

Play Phase

Execute your setup to meet the quota

Co-op

Local co-op, with up to four players in a small cave

Cards

Cards improve or sabotage your setup

Content

37 unique blocks, 62 unique items, and 5 unique tools

Game Modes

Infinite, Pure Chaos, and Creative

How it was built

I conceptualized Compactory in late December 2023, and started working on a prototype in early January 2024. While still focusing on my Bachelor's degree, I finished the prototype by the end of Spring 2024, and over the summer, I focused on putting the rest of the game's content together. During the Fall 2024 semester, I polished the game, which led to the Steam release in December 2024.

The hard parts

Gameplay Systems

As my first game, this was my first time creating gameplay systems.

Game Balance

Since the game has several overlapping systems, it was difficult to balance each one. It took several balance patches to get to a good spot.

Local and Online

The original plan was to ship Online Multiplayer with the game, but after some investigation, I had to make the tough decision to cut online multiplayer out of the scope and stop development for the game.

Tech stack

  • Unity

    The game engine used for scripting, level design, audio, and more.

  • Steamworks.NET

    The backend framework used to sync player progression, run data, and stats.

  • Blender

    Used to design all 3D assets in the game.

  • GitHub

    Version control.

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