01 · 3D day
Gather and upgrade

I gave the player a limited day to gather resources and decide what to build. A Mine supplies iron for sword and armour upgrades.
3D gathering and 2D combat
Build a Mine by day and its iron can pay for a sword upgrade you’ll use in the 2D night fight. I built the 3D preparation and 2D combat scenes around the same saved progress. Exile was my first real game project, and I built it for Windows and Android.

Exile was my first real game project: a solo Unity/C# game released for Windows and Android.
A central GameManager keeps progress across scene changes and saves it with PlayerPrefs.
The assignment called for a 2.5D game. I asked if I could make the day 3D and the night 2D because I wanted to try both. The hard part was making an upgrade bought in one scene work in the other.
01 · 3D day

I gave the player a limited day to gather resources and decide what to build. A Mine supplies iron for sword and armour upgrades.
02 · 2D night

The night scene reads the same stats and upgrades. I added one enemy after each completed night to make the next defence harder.
What carries over I keep resources, stats and upgrades in the GameManager. When the player returns to the village, the game rebuilds the purchased buildings from saved state.
I let players choose which of the first four buildings to buy. The Mine pays out iron each day. Walls unlock once the Mine, Forge, Armory and Hospital are built.
I paused the clock while shops were open so players had time to read their choices. Healing at the Hospital still spends time they could use to gather or build.
I used PlayerPrefs to store stats, resources, difficulty, settings, the remaining resource counts and purchased buildings. When the day scene loads, it restores the buildings and generates fresh positions for the remaining resource nodes.
The player raycast targets one IInteractable contract, letting the mine, upgrade shops, and day-ending bed provide distinct actions without type-specific branches in the interactor.
Invalid terrain references prevented a player build. I traced the build errors back to those references before producing the release builds, including the ARM64/IL2CPP Android APK.
I delivered a Windows game with a complete day/night progression loop and a direct-install Android APK with on-screen controls.
The transition only works when each scene reads the same progression state. I would next vary enemy composition and positioning instead of adding one enemy per night, and test a harder shop mode where the clock keeps running.