🧹 Street Sweeper Guide
Street Sweeper is Mintford's one-thumb logic district: leaf-fall season, a grimy block, and a sweeper that never stops rolling. Steer it over every dirty tile without crossing your own suds trail or crunching a flower bed. It looks like a children's game until level four.
| Sanitation Worker rank | Best score |
|---|---|
| 🦺 Street Trainee | 400 |
| 🦺 Crew Lead | 1,500 |
| 🦺 City Sanitation Chief | 4,000 |
How the game works
The block is a grid of dirty tiles (plus a few flower beds you must avoid entirely). The sweeper rolls forward continuously in the direction you last chose; every tile it passes becomes clean. Rolling into a wall, a flower bed, or a tile you've already cleaned ends the run. Clean every dirty tile to finish the block — leftover nothing, just a bigger, messier block next.
Score is 5 per tile plus a level bonus of 100 + 50 × level for a spotless block. Because the sweeper never stops, every direction change is a commitment — the game is really about when to turn, not where.
Controls
Mobile: swipe anywhere on the street; the sweeper turns that way. Desktop: arrow keys or WASD. One input, applied one decision at a time.
Scoring and the Sanitation Worker career
Tiles pay 5 each and full-block bonuses pay 100 + 50 × level, so career growth means finishing blocks, not just sweeping far. Tiers are 400 (Street Trainee), 1,500 (Crew Lead) and 4,000 (City Sanitation Chief). Because a crashed run keeps its tile points, steady partial blocks still move your career — but only completed blocks move it fast.
Beginner mistakes
- Entering dead-end corridors. A one-tile-wide alley with dirty tiles at the far end is a trap: you can never come back. Spot them before you're in them.
- Sweeping the middle first. The centre is your flexibility. Spend the rigid outer ring while the open middle can still absorb any mistake.
- Turning too late. The sweeper moves on a fixed beat — input lands on the next step, not instantly. Turn one tile earlier than feels natural.
- Ignoring flower beds. They're obstacles, not targets. A bed in your path is a wall with petals.
Advanced strategy
- Sweep in strips. The classic solution is serpentine: up one column, across the top, down the next. Reserve improvisation for when flower beds force it.
- Count corridor parity. Before entering any narrow run of dirty tiles, know what's at the other end. If the exit is blocked, it's a coffin.
- Use cleaned tiles as walls. Late in a block, your own trail becomes a maze wall — exploit it to bounce between remaining dirty patches.
- Practise the last ten tiles. Endgames are where blocks die. When fewer than ten tiles remain, stop sweeping on instinct and start drawing the route in your head first.
Frequently Asked Questions
Does the sweeper ever stop?
No. It rolls continuously in your chosen direction — that's the whole challenge. You choose when to turn, never whether to move.
What ends a run?
Walls (the kerb), flower beds, or any tile you've already cleaned. All three end the run instantly and submit your score.
Do I keep points from an unfinished block?
Yes — tile points are kept and reported even when you crash. Only the full-block bonus needs a spotless sweep.
How do I beat the bigger levels?
Strip-sweep the outer ring, keep the centre open, and count corridor parity before committing. Level 5 onward is pure endgame discipline.