MarbleMaze Deep Dives
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MarbleMaze Deep Dives

The systems behind MarbleMaze: Galactic Stars, a mobile puzzle game built in Unity/C#.

Project overview: MarbleMaze: Galactic Stars — Technical Systems Breakdown

  1. Deep dive Games & Gameplay

    MarbleMaze: Event-Driven Manager Architecture

    How 20+ singleton managers coordinate through C# Action<T> events with zero direct cross-references, and how a Fluent Builder scene controller ties the whole system together.

    Feb 2026 · Unity· C#· Mobile
  2. Deep dive Games & Gameplay

    MarbleMaze: Deep Dive — Procedural Maze Generation with Kruskal's Algorithm

    How I built an infinite, seed-deterministic level generator for a mobile marble game using Kruskal's algorithm, Union-Find, and a multi-pass tile decoration system.

    Feb 2026 · Unity· C#· Mobile
  3. Deep dive Games & Gameplay

    MarbleMaze: Deep Dive — GC-Friendly Grid Data Structure

    How a struct-based 2D grid with ref accessors keeps the entire procedural generation pipeline allocation-free on mobile — and how the same design enables clean serialization and a query API.

    Feb 2026 · Unity· C#· Mobile
  4. Deep dive Games & Gameplay

    MarbleMaze: Deep Dive — ScriptableObject-Driven Level Progression

    How a layered ScriptableObject hierarchy decouples tile definitions, hazard composition, difficulty progression, and pre-authored level storage — all designer-configurable without touching code.

    Feb 2026 · Unity· C#· Mobile
  5. Deep dive Games & Gameplay

    MarbleMaze: Deep Dive — Adaptive Difficulty Engine

    How I built a multi-layer difficulty system that responds to player performance in real time — grid scaling, cycle-based archetypes, local stress multipliers, and cross-session debt accumulation.

    Feb 2026 · Unity· C#· Mobile
  6. Deep dive Games & Gameplay

    MarbleMaze: Deep Dive — Timed Hazard Systems & Environment

    How a shared ITimedHazard interface, AnimationCurve-driven state machines, and a checkerboard phase system power three distinct hazard types — plus the physics push door, spike death sequence, and coroutine-based level completion.

    Feb 2026 · Unity· C#· Mobile
  7. Deep dive Games & Gameplay

    MarbleMaze: Deep Dive — Power-Up System, Player & DOTween Choreography

    How a full GameObject swap architecture, reusable bidirectional tweens, a five-state visual FSM, spherecast ground detection, and an 8-cardinal touch mapper make the player feel responsive — and power-up transitions feel cinematic.

    Feb 2026 · Unity· C#· Mobile
  8. Deep dive Games & Gameplay

    MarbleMaze: Currency & Life Regeneration

    How five currencies stored in a Dictionary<CoinType, int> combine with DateTime-based heart regeneration, a live countdown event bus, and a rewarded-video safety window.

    Feb 2026 · Unity· C#· Mobile
  9. Deep dive Games & Gameplay

    MarbleMaze: Bézier Curve Currency Animations

    How quadratic Bézier curves, staggered coroutine batching, and a custom cubic easing function drive the coin and star collection arcs in MarbleMaze: Galactic Stars.

    Feb 2026 · Unity· C#· Mobile
  10. Deep dive Games & Gameplay

    MarbleMaze: Save System & Data Persistence

    A Strategy-pattern JSON save system with six independent data structures, a generic type-dispatch API, and Unity Cloud Save conflict resolution via a versioned payload.

    Feb 2026 · Unity· C#· Mobile
  11. Deep dive Games & Gameplay

    MarbleMaze: Deep Dive — Pluggable Tutorial Condition System

    How a three-interface hierarchy, SerializeReference polymorphism, and a reflection-based property drawer built a fully designer-configurable tutorial system supporting 10+ input condition types, input gating, overlay masking, and scene-driven signals.

    Feb 2026 · Unity· C#· Mobile
© 2026 Samuel Styles