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(1 edit)

prompt3:

The core verb of this game is moving in the map. Players need to move in the map to clear as much as possible to get a higher score in the limit time. When the player moves to a dirty place, they will slow down. When the player gets to the mop bucket they will get more time. After playing, clean up one area in the map, there will be other areas that pop up randomly on the screen. Although the blue puddles seem to pop up randomly, players still could improve the efficiency by finding a shortest route to them. However, the shortest route could instantly change after a new blue puddle pops up which can not be foreseen and predicted by the player. Their effort to find a better route might be useless. Besides, the mop bucket will disappear after a few seconds if players do not get them. It forces the player to change their route. The mop bucket has a higher priority than cleaning the blue area. So the player has to keep track of mop buckets after they appear on the screen. The game does not have other multiple layers of interplay except this. The simple interplay makes me as a player feel it emphasizes the daily repetitive work of cleaners.