ARCADE / POCKET SWEEP

Pocket Sweep

proceduralscore attackmobile-first

Drag the pocket over objects that fit · collect matching categories in a row for score chains

Pocket Sweep is a 75-second tabletop tidy-up run. Drag your magic pocket over objects that fit, grow into larger finds, and preserve category chains for a higher score.

How to play

Rules

Only objects smaller than your pocket fit. Matching categories consecutively boosts the score.

Controls

Press and drag on the stage to move the pocket.

Tips

Start with tiny objects, then return for the larger, bonus-value finds.

Behind the game

Pocket Sweep makes a familiar desk feel like a compact route-planning puzzle. You drag one magical pocket across the table, but it can only collect objects smaller than itself. The first pass is therefore not about sweeping every visible thing at once. Tiny stationery, toys, books, and plants are the opening material that lets the pocket grow. Once it has grown, items that were deliberately out of reach become worthwhile targets. The satisfying turn is seeing a cluttered table change from a list of obstacles into a route you have prepared for yourself.

Score comes from more than size. Consecutive collections from the same category create a chain, so the shortest path is not always the best scoring path. Moving from a small book to another book can be stronger than grabbing the closest toy, while a category change may be the right choice when it unlocks a larger object. This gives the 75-second timer a gentle pressure: scan the table, commit to a category for a moment, then decide when the pocket is large enough to cash in on the heavier-value finds. Dragging is continuous, so smooth movement also matters. A careless detour can interrupt the rhythm that a well-planned sweep would preserve.

Each run uses a seeded arrangement rather than a fixed cleaning list. The categories, sizes, and positions form a different tabletop puzzle, but the growth path remains readable: small objects are the entrance, medium objects are the bridge, and large objects are a reward for returning at the right time. The visual theme stays deliberately domestic and playful—books, little plants, stationery, and toys are not enemies, only things waiting for a pocket of the right size. A better score usually comes from making two plans at once: the immediate chain you are extending and the larger item you are setting up for after it. When the run ends, the best score records how efficiently you turned a messy little scene into an ordered, flowing sweep.

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