Overview
Clean Freak is a fast-paced, time-attack game developed in Unity for GoedWare Game Jam #15. Built around the theme “One Room,” the entire experience takes place within a single confined space where mess objects spawn unpredictably. The player must react quickly, navigate efficiently, and clear the room before the countdown expires. The design emphasizes tight movement, rapid decision-making, and tension created through spatial and time constraints.

Role & Responsibilities
Solo Developer

Designed core gameplay mechanics and time-based challenge loop
Programmed all systems in C#, including object spawning and game state logic
Designed the room layout to support clarity and fast traversal
Implemented UI/UX elements such as timers, prompts, and feedback
Directed visual style and integrated assets for consistency and readability


Tools & Engine

Unity (2D)
C#
WebGL & Desktop builds
itch.io (deployment)


Gameplay & Systems

Time-limited objective: clean all spawned objects before the timer reaches zero
Randomized spawn locations to ensure replayability
Simple, responsive movement and interaction for quick onboarding
Increasing pressure as additional objects appear over time
Lightweight UI displaying timer and player feedback


Design Process
The project was developed with a strong focus on mechanical clarity and responsiveness before visual polish. Early prototypes tested pacing and spawn frequency within the single-room constraint. Iterative playtesting informed adjustments to object placement, interaction feedback, and difficulty escalation to maintain tension without overwhelming the player.

To add personality and memorability, a hidden “Rainbow Mode” was implemented, dynamically altering lighting and materials across the entire room without impacting gameplay. This feature reinforced the energy of the space while demonstrating dynamic visual scripting.

Outcome & Learnings
Clean Freak strengthened my ability to design engaging gameplay within strict limitations and short development timelines. The project reinforced the importance of readability in small spaces, efficient iteration, and how small polish features can significantly enhance player experience without adding mechanical complexity.

Playable Build
Available on itch.io
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