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Competition2026

Scroll Party (Code Game Jam 2026)

Video game developed in 48h on Unity during the Code Game Jam 2026. Theme: "Fête des Clics" (Click Party). Scroll Party is an awareness game about social media addiction where the player must resist scrolling during a party.

Duration
January 22 to 24, 2026 (48 hours)
Team
Golem Gang team, 5 students
My role
Developer: game design and Unity development
TechnologiesUnityC#Game DesignSound DesignTrello
Scroll Party (Code Game Jam 2026)

Context

The Code Game Jam is a national video game development competition. The 2026 edition took place from January 22 to 24, 2026 (48h non-stop). The subject was revealed live on Twitch and team brainstorming was done on Discord.

The theme was "FÊTE DES CLICS" (Click Party). Our Golem Gang team (5 members) created Scroll Party, a game developed on Unity that plays on the double meaning of the theme: the party (a social event) and the clicks (scrolling on a phone, TikTok-style).

The concept: the player is at a party and scrolls on their phone like on TikTok. NPCs regularly come to talk to them. The player has a choice: put down their phone to respond (increase their socialization gauge) or keep scrolling (increase their likes gauge). The game explores the theme of social media addiction in a fun and immersive way.

Objectives

  1. 01Develop a complete game in 48h on Unity around the "Fête des Clics" theme
  2. 02Dual gauge game mechanics: likes gauge (scroll/addiction) vs socialization gauge (NPC interactions)
  3. 03Addiction awareness: show the effects of compulsive scrolling (voices in the head, encouragement to continue) vs the "click moment" of putting down the phone
  4. 04Immersive sound design: creation of original music for the game, published on SoundCloud

Technical approach

The game was developed on Unity in C#. Team organization was done via Trello to distribute tasks over the 48h.

Game mechanics:

  • The player is at a party holding their phone, scrolling a TikTok-style feed with content flowing by.
  • NPCs regularly come to talk to them. The player can choose to put down their phone to respond or ignore them and keep scrolling.
  • Likes gauge: if the player keeps scrolling without listening to NPCs, this gauge increases. Voices in their head encourage them ("wow this is amazing", "keep going") to reinforce addiction. If it reaches 100%, the player loses, completely absorbed by their screen.
  • Socialization gauge: if the player puts down their phone to talk to NPCs, this gauge increases. The screen starts shaking, vision becomes blurry, simulating withdrawal and addiction. If it reaches 100%, the player has the DÉCLIC (wordplay with "des clics"/clicks from the theme): they realize what they're doing, permanently put down their phone, and enjoy their party. They win!

The game uses these inverted mechanics to create an awareness experience: winning requires resisting the urge to scroll, which reproduces the real difficulty of putting down one's phone.

Architecture

Unity game developed in 48h:

  • Engine: Unity with C# scripts
  • Mechanics: Dual gauge system (likes vs socialization), interactive NPCs, addiction visual effects (shaking, blur)
  • Audio: Original music created for the game (published on SoundCloud), inner voices encouraging scrolling
  • Organization: Trello for team task management over 48h

Skills developed

Unity / C# Development

Development of a complete Unity game in C# in 48h: gameplay mechanics, gauge system, visual effects, audio integration.

Game Design & Storytelling

Design of dual-gauge game mechanics to raise awareness about social media addiction, with a narrative twist (the "click moment") linked to the competition theme.

48h Teamwork

Coordination of a 5-person team over 48h with Trello, efficient task distribution (development, game design, sound design, graphics).

Code highlights

Scroll Party's dual gauge system
csharp
1// Scroll Party - Systeme de jauges Unity C#
2using UnityEngine;
3using UnityEngine.UI;
4
5public class GaugeManager : MonoBehaviour
6{
7    [SerializeField] private Slider socializationGauge;
8    [SerializeField] private Slider likesGauge;
9    [SerializeField] private float decayRate = 0.02f;
10
11    private float socialization = 0.5f;
12    private float likes = 0.5f;
13
14    void Update()
15    {
16        // Decay naturel : les deux jauges diminuent avec le temps
17        socialization -= decayRate * Time.deltaTime;
18        likes -= decayRate * Time.deltaTime;
19
20        // Clamp entre 0 et 1
21        socialization = Mathf.Clamp01(socialization);
22        likes = Mathf.Clamp01(likes);
23
24        // Mise a jour UI
25        socializationGauge.value = socialization;
26        likesGauge.value = likes;
27
28        CheckEndConditions();
29    }
30
31    public void OnNPCInteraction()
32    {
33        // Le joueur pose son telephone pour parler au PNJ
34        socialization += 0.15f;
35        likes -= 0.05f;  // Penalite : moins de scroll
36    }
37
38    public void OnScroll()
39    {
40        // Le joueur continue de scroller
41        likes += 0.1f;
42        socialization -= 0.08f;  // Penalite : ignore le PNJ
43    }
44
45    private void CheckEndConditions()
46    {
47        if (socialization >= 1f)
48            GameManager.Instance.TriggerEnding("declic");
49        if (likes >= 1f)
50            GameManager.Instance.TriggerEnding("addiction");
51    }
52}

This dual gauge system is the core gameplay of Scroll Party. The socialization and likes gauges evolve based on player choices: interacting with NPCs increases socialization, scrolling increases likes. Natural decay forces the player to make constant choices. Reaching the maximum of a gauge triggers the corresponding ending.

Results & outcomes

The Scroll Party game was delivered functional at the end of the 48h:

  • Complete and playable game with both gauge mechanics functional, interactive NPCs, and two endings (victory by realization / defeat by addiction)
  • Immersive effects: inner voices during scrolling, shaking and blurred vision during socialization to simulate addiction
  • Original soundtrack published on SoundCloud with game music
  • Project management via Trello with clear task distribution over the 48h

The "Fête des Clics" double meaning concept → party + click moment was the game's common thread, combining addictive gameplay with an awareness message.

Reflection & learnings

The Code Game Jam 2026 taught me to develop a complete video game in very limited time. Unlike web development, game development on Unity requires thinking in terms of game loops, physics, animations, and sound design, very different skills from my daily routine.

The biggest challenge was transforming the "Fête des Clics" theme into a meaningful game experience. The "click moment" concept, where winning consists of stopping phone use, creates an interesting paradox that makes the player reflect on their own digital habits.

Working as a team of 5 over 48h with Trello taught us to prioritize what truly matters in a game: core mechanics must work before tackling visual or audio polish.

Links

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