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.
Reviews
