S.O.A.P

2025.08 - Now

Third-person action arena stages where you clean the map while defeating enemies to rack up a higher score.

Inspiration

We wanted to make “cleaning” feel like high-energy action with continuous decisions.

  • Coverage as territory control: the ground state matters, and it changes dynamically during play.
  • Enemies as system pressure: different enemy behaviors disrupt optimal routes by re-dirtying areas and contesting hotspots.
  • Movement as the skill ceiling: Soap Shoes create momentum-based traversal—drift control and slope play define mastery.
  • Tools as tactical verbs: items like Bath Bomb and Bubble Wand reshape space and timing, not just visuals.
  • Replayable score-attack pacing: quick rounds, readable feedback, and performance incentives through both coverage and combat.

Gameplay

  • Momentum traversal: Soap Shoes reduce instant stopping and encourage flow-based movement—players slide, drift, and exploit slopes/curved geometry to maintain speed and reposition.
  • Clean / paint the floor: players convert dirty/neutral surfaces into controlled coverage that drives progress and scoring.
  • Enemy pressure and re-dirty mechanics: enemies move through the arena and leave re-dirt trails, undoing previous progress and forcing reactive routing and area re-clearing.
  • Combat for score: players can kill enemies to gain points, deciding when to engage versus when to keep moving to secure coverage.
  • Cleaning items for control:
    • Bath Bomb: burst tool for fast area conversion and breaking contested zones.
    • Bubble Wand: precision or ranged coverage to secure routes, poke contested paths, or maintain control while moving.
    • etc.
  • Technical Implementation

    Built in Unreal Engine using a modular, data-driven Blueprint architecture so gameplay could be iterated and debugged quickly by the whole team. The core coverage system updates surface states in real time (clean/paint and re-dirty interactions) and exposes key tuning parameters through Data Assets and structured Blueprint variables, allowing designers to adjust scoring/coverage behavior, enemy re-dirty strength, and item effects without touching core graphs. Enemy behaviors are integrated into the same coverage ruleset so their movement can dynamically contest territory, while combat events feed into the scoring/results flow. UI is implemented with UMG and connected to the runtime game state to provide clear feedback for coverage, score, and round status. Audio triggers are designed to be event-driven (coverage changes, item usage, enemy defeat, milestones), making it straightforward to expand sound coverage consistently as content grows.

    Level Design

    Level 1 Prototype