Project Trap
Step, collect, and dodge. A Unity game designed for an LED interactive floor, with timed rounds, animated targets and traps, immediate score feedback, and a leaderboard.
Watch the tiles.
Make your move.
Players step onto the start tile to begin a 90-second challenge on a 4 × 3 grid. Collecting a Pacman target earns 10 points; ghosts cost 20 and bombs cost 10. Scores never fall below zero.
As the round progresses, targets appear faster and the mix of active targets and traps becomes more challenging. A held contact does not repeatedly score, and targets avoid occupied tiles.
The results screen shows the final score and five highest scores. After a brief results hold, players clear the floor and step onto the restart target to begin another round.
The videos show the actual Unity scene using scripted local UDP floor contacts. They demonstrate the application rather than physical floor hardware. Mouse input is also supported for desktop testing.
From mechanics
to tile animations.
- Created the complete game as a solo developer.
- Built the game mechanics, scoring, and round flow in Unity and C#.
- Created tile icons and animations, using animated sprites for lightweight tile rendering.
Inside the game.




