Life Balance
Life Balance is a chaotic physics-based strategy mobile game where you balance life's responsibilities on a board. Help our hero juggle work, family, hobbies, and self-care - one plan at a time. Drop some items? Game over. Keep everything balanced? You're setting a new high score and winning at life. Pick your preferred difficulty! Lower difficulty expands the board and unlocks more item options; higher difficulty keeps things tighter. Try it out and see if you can handle the challenge!
Languages
Engines & tools
Gameplay & system
Game modes
Trailer
Technical Overview
This mobile game is centered on physics-driven item stacking, where draggable responsibility items are spawned from reusable slot systems and scored through shared item data rather than hard-coded logic. Systems such as stack tracking, camera follow, and discovery are decoupled through events and manager classes, which keeps gameplay, progression, and presentation modular and easier to extend. The game also includes difficulty-based configuration, persistent per-mode highscores, responsive camera behavior for orientation changes, and centralized audio control, giving the project a clean gameplay-to-UX pipeline suitable for production-style iteration. Overall, the architecture is designed to support a readable mobile gameplay loop with scalable content, polished feedback systems, and maintainable Unity code organization.
Technical Overview
This mobile game is centered on physics-driven item stacking, where draggable responsibility items are spawned from reusable slot systems and scored through shared item data rather than hard-coded logic. Systems such as stack tracking, camera follow, and discovery are decoupled through events and manager classes, which keeps gameplay, progression, and presentation modular and easier to extend. The game also includes difficulty-based configuration, persistent per-mode highscores, responsive camera behavior for orientation changes, and centralized audio control, giving the project a clean gameplay-to-UX pipeline suitable for production-style iteration. Overall, the architecture is designed to support a readable mobile gameplay loop with scalable content, polished feedback systems, and maintainable Unity code organization.
My Role
- Developed the high score system.
- Developed the level difficulty.
- Developed the level difficulty system.
- Implemented the audio system and wrote the music.
- Developed the scene management system.
- Implemented the player input stopper
- Implemented the window UI.
Team
Gallery
click to enlarge1 / 5Main Page