Yappie Cleaning Service started as a game jam project with one goal: make co-op chaotic and fun.
The core design challenge was making players feel the pressure of a messy house without the game feeling unfair. Every object spawns on a weighted random system — frequently touched areas generate more mess, so players naturally develop routes.
On the programming side, I focused on UI that communicates urgency without overwhelming. Color saturation increases as cleanliness drops. Sound pitch shifts subtly when time is running out. None of it is explained — it just feels right.
The biggest lesson: feedback should be felt, not read.
