MindGrind background
MindGrind

A fast-paced cognitive strategy game blending top-down exploration with 20 UI-based brain trials across six cognitive attributes.

About

MindGrind is a cognitive strategy game developed in Unity, combining a story-driven progression mode with a broad collection of standalone minigames designed to challenge and evaluate key cognitive abilities such as attention, memory, reflex, perception, reasoning, and learning. The main game is structured across five levels, each introducing a different gameplay concept ranging from combat survival and box-memory challenges to rhyme-password deduction, directional remapping, and circuit restoration puzzles. Alongside this, the game features twenty minigames with varied mechanics including reaction-based clicking, sequence recall, word construction, object recognition, audio-visual matching, and pattern analysis. MindGrind is developed for academic research to study human cognition and performance; gameplay performance data collected during sessions is used solely for anonymized research analysis and cannot be used to identify or track any individual player.

Screenshots

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My Contributions

As a core developer on MindGrind, I worked on the implementation of gameplay systems, progression flow, cognitive minigames, scoring logic, and persistence across the project.

Gameplay Systems & Cognitive Design

Designed and implemented a hybrid game structure combining a story-driven main game with a large set of standalone cognitive minigames

Built gameplay systems targeting multiple cognitive skills including attention, memory, reflex, perception, reasoning, and learning

Developed both point-based and time-based challenge structures to support different gameplay and evaluation styles

Created varied interaction models across action, puzzle, pattern recognition, memory recall, reaction, and logic-based challenges

Main Game, Level Flow & Progression

Structured the main progression into five core levels, each centered on distinct mechanics such as combat survival, box-memory challenges, rhyme-password deduction, directional remapping, and circuit restoration puzzles

Implemented story mode flow between levels, in-scene briefing panels, pause handling, restart logic, and scene transitions

Built progression logic that connects the menu, story mode, and standalone minigame selection into a single unified gameplay framework

Designed level completion systems based on performance tracking, gate unlocking, and scene-driven advancement

Minigame Architecture & Scoring Systems

Implemented a metadata-driven minigame architecture where each game is identified by ID, title, description, target cognitive attributes, and linked scene data

Built and integrated twenty minigames with distinct mechanics, including reaction games, memory tests, word and sequence challenges, perception exercises, and reasoning-based puzzles

Developed centralized scoring systems for storing best score, average score, total score, and play count across all games

Supported both score-maximization and time-minimization models, allowing the same analytics pipeline to evaluate arcade-style minigames and story levels

Data Persistence & Player Profiling

Implemented local persistence using PlayerPrefs for fast storage of gameplay metrics such as best scores, averages, play counts, and derived cognitive category values

Developed a JSON-based player profile system to store personal information and long-term gameplay statistics in a structured format

Built synchronization logic that transfers runtime statistics into a persistent analytics profile after each completed game

UI, UX & Feedback Systems

Designed and implemented UI systems for registration flow, welcome screens, pause menus, game-over panels, level briefing overlays, and result displays

Built descriptive menu panels showing minigame information, target cognitive skills, best performance, and average performance

Improved player readability through clear score, timer, prompt, and progression feedback across both story levels and standalone minigames

Created a unified post-game feedback loop so results, progression, and cognitive summaries remain visible and understandable to players

Technical Implementation

Developed the project in Unity using C# with a scene-based architecture and reusable manager-driven gameplay systems

Used Unity's new Input System for gameplay controls and click/tap interactions instead of legacy input handling

Organized systems around MonoBehaviour update loops, coroutines, scene events, and modular controllers for maintainable implementation

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