Ecolibrium
Gameplay / Systems Programmer
Gameplay / Systems Programmer
Ecolibrium is a real-time strategy game where the players goal is to stop the industry from polluting the forest. Generate resources to stop or purify polluted tiles and bring Ecolibrium to the environment!
This game was developed over the course of a week for the 2025 Michigan Game Development Conference, where it took 2nd place and won $250.
Play the game here!
Programming Responsibilities
The main enemy of this game is pollution from a nearby factory. Our original design included a Plants vs. Zombies - esque mechanic where you and an enemy AI interact with a common board.
For this system, I created a pseudo-AI brain that controls the corruption spread. The corruption guarantees a spawn on the far side of the map, away from the player. Every tick of our internal timer in-game, the corruption looks for one random nearby un-corrupted block. If the block is already corrupted, we add to it's internal corruption value and add some more VFX to show it's closer to being polluted. If the tile isn't corrupted at all, We spawn the initial pollution VFX and add it to a list of tiles to corrupt over time. When those corrupted tiles become fully polluted, They will also spread corruption, slowly making their way to the player's side.
This was one of my favorite systems I've worked on in recent memory! It was fun to build the system quickly from start to finish, and be able to add visual polish and distinction in such a short time.
For this game, we realized over the short development cycle that we needed an onboarding section for players to familiarize themselves with the game's systems and keybinds.
I created a guided tutorial sequence that locks players behind certain actions (i.e. planting a tree, blessing a tile, etc.). The screenshot featured here shows what the developer side looks like.
Designers / users of the back end system simply add an entry to the tutorial index, add which tutorial character sprite they want to display, whether or not this advances to the next stage of the tutorial, and lastly whether or not an event should coincide with the dialogue completion.
We had a little bit of time leftover for this game jam, so I went back and smoothed out our UI animations! I added a screen wipe when transitioning between levels, and procedural animations for the credits and level select panels.
A few of the player's abilities revolve around placing 'zones' - like the Forest Zone, which produces energy to use abilities, and the Preserve Zone, which blocks a corruption spread but breaks down over time.
I wrote the base class for these zones, and the behaviors to make the forests drop credits and for the preserves to take / visually show damage over time.
We had an issue during development where we noticed players could very easily blockoff the corruption and not have to play the rest of the level.
To counter this, we created a 'corruption cannon' which picks a random angle (within a cone) and launches the corruption as a projectile. This way, the corruption can make it past or damage any lineup of walls.