
Sanitizer
Created for Climate Jam 2024: https://itch.io/jam/climate-jam-2024

Development Journey
The original concept of "Sanitizer" was expansive and ambitious. We envisioned a game that not only focused on cleaning the ocean but also integrated dynamic sea levels, an upgrade system, and interactive NPC dialogues. The dynamic sea level was a particularly compelling feature, meant to show players the direct relationship between environmental pollution and climate change.
Our team, comprised of three programmers, two artist, one animator, embarked on an ambitious journey to create "Sanitizer," a game where players drive a boat and pick up trash in the ocean. From our initial brainstorming sessions to the final product, our development journey was filled with both excitement and challenges. Here's a look at how our game evolved, the surprises we encountered, the pitfalls we navigated, and the hardest decisions we had to make along the way.


As development progressed, we quickly realized that our vision was too grand for our small team. The dynamic sea level, which was supposed to visually represent the impact of pollution, was the hardest feature to cut. Despite its potential to enhance the player's experience, we lacked the necessary manpower and expertise to implement it effectively.

Throughout development, we faced several pitfalls. One major challenge was scope creep. Our initial enthusiasm led us to constantly add new ideas and features, which eventually became overwhelming. We had to learn the hard way to prioritize and focus on the core mechanics that made our game unique.
Another challenge was managing our time and resources effectively. With a small team, each member had to wear multiple hats. Programmers were also debugging and optimizing, while artists were tasked with creating assets and handling UI design. This juggling act often led to burnout and delays, not to mention we having to deal with time differences.
In the end, our final product, "Sanitizer," is a simpler, more focused game. Players drive a boat and pick up trash in the ocean, save trapped animals, with a strong emphasis on smooth mechanics and an engaging visual style. Despite the cuts and challenges, we are proud of what we achieved with our small team.
