Barnicle Cleaning Game Master plan
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Master plan · 13 November 2026

The fun part is built.
Now build the game.

You already have the best part: a boat, a blade, and a satisfying scrape. What is missing is the structure that turns one good mechanic into a game. A job to finish. A score to chase. Money to spend. A reason to take the next boat.

Read it top to bottom, or jump to the systems and the roadmap. Tick items as you build them; the bar tracks progress.

01 · Where it stands

A strong mechanic and one missing loop.

The prototype already proves the hard part: a hull that can be cleaned, barnacles that can be removed, and tools that feel different. What it does not have yet is a reason to finish, a score to read, or a way to keep progress after quitting.

3Working tools
1Cleanable boat
3Barnacle volumes
0Complete jobs

Works today

  • One hull with three barnacle volumes and physical growth in each.
  • Default scraper, wire scraper and hydro jet with real, different footprints.
  • Money, buying and equipping tools through the tablet shop.
  • A wet-sand shoreline, ocean water and PCG beach debris.

Half-wired

  • Contracts screen exists as UI; no live job data or payout behind it.
  • Per-volume barnacle counts are tunable, but density and scale seeds are not wired.
  • Brush direction, shape and removal already match the painted footprint.
  • The beach looks good; foam and shoreline effects are parked for later.

Missing entirely

  • Job completion, ratings and payouts.
  • Save and load, including the painted state of a hull.
  • Scrape audio, chips, spray and a completion moment.
  • A second boat, a tutorial, settings and a packaged build.

02 · The game I would build

A cozy boatyard, run one hull at a time.

You inherit a run-down boatyard on a small island. Boats arrive filthy and leave gleaming. You read the work order, pick the right tool, and work the hull by hand until the owner can see their reflection in it. The tide sets the schedule. The yard grows as you do. That is the game: a physical job sim with no combat, no fail screens, and a craft you get visibly better at.

The tool in your hands

Resistance, angle, sound, flying chips, spray. The scrape is the game, so it has to feel better than it looks.

The reveal

Every job is built around the moment the hull comes back. Before and after is the reward, so protect that moment.

The yard that grows

Money becomes tools. Reputation becomes contracts. Earnings become a marina you are proud to show.

03 · The loop

Three cycles, stacked.

Every feature in this plan exists to support one of these three loops. If a feature does not make one of them better, it belongs on the cut list.

30 seconds

The patch

  1. Find the next dirty patch
  2. Match the tool to the grime
  3. Work it from the right angle
  4. Watch it come off

Repeat until the zone is clean.

10 to 20 minutes

The job

  1. Read the contract
  2. Inspect the boat and set up
  3. Clean every zone to threshold
  4. Do the finishing details
  5. Submit for inspection
One session

The season

  1. Bank the pay
  2. Buy or upgrade a tool
  3. Take a bigger boat
  4. Grow the yard

Test the loop with grey boxes before adding art. If cleaning one ugly cube is not satisfying, ten beautiful boats will not fix it.

04 · Everything the game should have

The systems catalog.

Grouped by the part of the game it serves. Tags say when it belongs: Now blocks the first playable loop, Next belongs in the vertical slice, Later is full-game scope, and Maybe only earns a place if the core is already fun.

Nowfirst playable loop Nextvertical slice Laterfull game Maybeonly if the core sings

Build note  Have one brush stamp update two things: the visual grime mask and a small cleanliness grid per zone. The grid is the score, the mask is the picture. Grid cells are cheap to save, easy to compare against a threshold, and they avoid reading pixels back from a render target.

System A

Cleaning and tools

The core verb. Everything else exists to give it context.

System B

Boats and dock

The objects you clean and the places you work on them.

System C

Jobs and contracts

The structure that turns cleaning into a game.

System D

Money and progression

Why you take the next job.

System E

Island and world

A place worth returning to.

System F

Feedback and presentation

The difference between cleaning and feeling like you cleaned.

System G

UI, onboarding, settings

Players should never wonder what to do next.

System H

Technical foundation and shipping

Make content cheap to add and builds safe to share.

05 · Roadmap

Five phases, in the order that de-risks the game.

Phase 0 is the one that matters this week. Phase 1 is the one worth showing people. Everything after that is the game you want to make if the first two prove the loop.

Rough estimates for one developer with heavy AI assistance. The order matters more than the dates, and you can stop after Phase 1 with a demo worth showing.

  1. 00start

    Close the loop

    1 to 2 focused weeks

    One contract, from walk-up to payout, with progress that survives a restart.

    • Zone cleanliness and completion event
    • Reusable CleanableHull component
    • JobDef plus job state machine
    • Contract board wired to real jobs
    • Submit, rating and payout screen
    • Save game and hull mask serialization
    • First scrape audio and particles

    Done when A player cleans one boat, gets paid, buys a tool, quits, relaunches and still has the money and the half-cleaned second boat.

  2. 01slice

    Vertical slice

    2 to 4 focused weeks

    A 15-to-20-minute demo that a stranger can finish without help.

    • Three boats and five handcrafted jobs
    • Tutorial contract
    • Clean-vision and damage feedback
    • Tool feel pass
    • Before/after completion reveal
    • Basic ambience and music
    • Settings and a packaged build

    Done when Three outside players finish it without a guide and ask to keep playing.

  3. 02core

    Core game

    4 to 8 focused weeks

    A weekend of progression with a reason to take the next boat.

    • 20-plus contracts across three tiers
    • Six to eight boats
    • Reputation levels and tool upgrades
    • Beachcombing and debris recycling
    • Tide cycle and day/night
    • First yard upgrade
    • Gallery of finished jobs

    Done when Four to six hours of play, and players can name what they are saving for.

  4. 03world

    World and story

    4 to 8 focused weeks

    The island feels like a place with people on it.

    • Town strip and harbor office
    • Eight recurring clients
    • Multi-stage restoration arcs
    • Weather and storm events
    • Collectibles and secret areas
    • Full music and ambience pass
    • More yard upgrades

    Done when Players remember client names and want to save the marina.

  5. 04ship

    Polish and ship

    3 to 5 focused weeks

    A build you can put in front of paying players.

    • Animation and VFX polish
    • UI/UX and accessibility pass
    • Performance and memory pass
    • Bug fixing and playtest rounds
    • Achievements, cloud saves, store page
    • Trailer and demo build

    Done when A hundred testers, no crash blockers, 60 fps on target hardware, store build approved.

06 · Next moves

What to build, in order.

These are the ten tasks that move the prototype from a mechanic to a game. The first four are the actual start of Phase 0.

If you only do one thing this week: make one contract payable end to end. No new boats, tools or island content until that works.

  1. Make one job payable end to end. Zone percentage, completion check, rating, money. No new content until this works.

  2. Save the result. Money, tools, job history and the hull's dirt state, including a relaunch test.

  3. Refactor the hull painter into CleanableHull. Do it before the second boat, not after.

  4. Wire the Contracts app to JobDefs. Accept, activate, submit, clear.

  5. Add the first feedback pass. Barnacle crack, chips, jet loop and a completion chime.

  6. Add clean-vision and a damage warning. Playability before realism.

  7. Build boat number two and jobs two and three. Test the 15-minute loop.

  8. Add a tool wheel and a basic settings menu. Stop opening the tablet to swap tools.

  9. Put a before/after card at payout. Make the reveal shareable.

  10. Playtest with someone who has never seen it. Fix the top three confusions, then package a build.

07 · Risks and guardrails

What could go wrong, and what not to build.

The biggest danger is not a missing feature. It is building the wrong feature for six weeks.

The ten-minute problem

Cleaning can feel samey once the novelty fades. Mitigate with grime types, tool choices, sound variation and early playtests. If the loop is not fun by job three, stop adding content.

The save problem

Painted masks live in render targets, and render targets do not save themselves. Prototype mask persistence in Phase 0, before the boat count grows.

The island gravity well

A town, weather, NPCs and secrets can eat months. The cut list is part of the plan, not an insult to the ideas.

08 · Content targets

How much content is enough.

These are the numbers I would hold the vertical slice and the full game to. They are deliberately small. A tight, polished slice beats a wide, unfinished island.

ContentVertical sliceFull gameNotes
Boats310 to 12Start with one hull mesh and vary the volumes before modeling new boats.
Contract types38Scrape, full detail and beach cleanup first.
Handmade jobs525 to 30Handcraft the first ten, then template.
Tools4 to 510Feel first, count second.
Grime types37Barnacles, algae and rust carry the slice.
Recurring clients38Portraits and short lines, not cutscenes.
Textures8 to 1030+Scenario free plan: 50 CU a day, and 1K is enough.
Audio cues1560+Tool loops, ambience, UI and music.
Music tracks13 to 4One calm loop can carry the slice.

09 · Playtest scorecard

The seven questions that matter.

Ask these after a first session. The answers decide whether the next work is content or the loop itself.

10 · Decisions to make

Where I would come down.

None of these block Phase 0. They do change how the vertical slice feels, so decide them before Phase 1 ends.

DecisionMy leanWhy
CameraStay third-person for nowIt already works. Test first-person hands once animations exist; tactile games often win there.
FailureNo hard failsDamage and tide reduce pay and rating, never delete progress. Keep the game cozy.
DeadlinesUntimed core jobsTide windows only on special contracts. Pressure should be a spice, not the meal.
MultiplayerNot in v1It doubles the technical surface. Keep systems actor-based and revisit after launch.
Art directionGrounded and sunnyReadable dirt and clean surfaces matter more than photoreal water. Stylized ages better.
Build orderVertical slice before worldA small loop that is fun beats a big island nobody can play.