Inspiration
While engaging with players in Worlds, we noticed that many shared our appreciation for the ridiculous and nonsensical. This inspired us to embrace that spirit and place absurdity at the core of our game design. That philosophy became the driving force behind the “Goofy Madness” update to our 100 Weapons Sandbox game. The result is a playful, chaotic experience where players can launch bananas, pickles, ice cream cones, hot dogs, angry cabbage heads, broccoli, and carrots at animated robot NPCs and other players. For those who prefer non-food options, there’s a wide variety of unconventional weapons, including a toilet paper blaster, plunger cannon, toothbrush sword, and many more. The original 100 Weapons was played by over 300,000 people and received more than 3,000 likes. We’re excited to see what this update will bring.
What it does
| FEATURE | Original Game | "Goofy Madness" Update |
|---|---|---|
| Game is mobile-compatible. | ✅ | ✅ |
| Game is a mobile-first experience. | ❌ | ✅ |
| Programmed with TypeScript. | ❌ | ✅ |
| JSON objects utilized for more robust PPV tracking. | ❌ | ✅ |
| Aim-assist implemented for mobile players. It works with swords, blasters, and special blasters shooting goofy projectiles such as angry cabbage heads. | ❌ | ✅ |
| A mobile heads-up display (hud) deployed. | ❌ | ✅ |
| Players fight an army of animated robots. | ❌ | ✅ |
| PROGRESSION | ||
| PROGRESSION: Players earn xp by hitting NPCs and other players. | ✅ | ✅ |
| PROGRESSION: Players earn additional xp by completing or winning fight "rounds". | ❌ | ✅ |
| PROGRESSION: Higher xp unlocks new player levels (30 total). | ❌ | ✅ |
| PROGRESSION: Higher levels unlock new ranks (9 total), weapons, and bosses. | ❌ | ✅ |
| PROGRESSION: Higher ranks unlock new weapons and bosses (more powerful robots). | ❌ | ✅ |
| PROGRESSION: Players collect med kits to replenish their health. | ❌ | ✅ |
| PROGRESSION: Players collect coins. | ❌ | ✅ |
| PROGRESSION: Players can use coins to upgrade their power, speed, and armor. | ❌ | ✅ |
| PROGRESSION: Players use coins to customize their personal space (tent). | ❌ | ✅ |
| PROGRESSION: Player's personal space (tent) can have over 41 MILLION possible configurations. (exact number is 41,943,040) . | ❌ | ✅ |
| PROGRESSION: Player's personal space configurations are saved so that they can always come back to their own cozy home and invest their time in customizing them further. | ❌ | ✅ |
| PROGRESSION: Player's personal space includes a TROPHY SHELF which rewards number of destroyed robots per game and in total, killed players per game and in total, session length, total time played, unique days played, days played in a row. | ❌ | ✅ |
| PROGRESSION: There are 10 unique leaderboards in the game. | ❌ | ✅ |
| PROGRESSION: There are 10 unique quests in the game. | ❌ | ✅ |
| PROGRESSION: You can visit the tent of the Mighty Goose - NPC coach spelling out your rank, lvl, xp, and explaining what exactly you need to do to level up | ❌ | ✅ |
| PROGRESSION: Players are rewarded with free coins for time spent in a session, total time spent, number of unique days played, and number of days played in a row. | ❌ | ✅ |
| PROGRESSION: Some weapons are only available on specific days of the week (Saturdays, Sundays, etc.), or specifically times of day (9am, 1pm, etc.), or only for 10 minutes at the top of the hour, or only for 10 minutes every 30 minutes. | ❌ | ✅ |
| SHARING | ||
| SHARING: Funny, goofy, and random weapons include a plunger, broom, mustache sword, a "silly goose" juice box, and projectiles consisting of angry cabbage heads, angry carrots, pinatas, rubber ducks, and more. | ❌ | ✅ |
| SHARING: Some weapons have associated funny sounds that play when you pick them up. | ❌ | ✅ |
| SHARING: For extra laughs, sticky projectiles such as angry cabbage heads stick to the NPCs and player avatars. | ❌ | ✅ |
| SHARING: Silly Goose (aka The Mighty Goose) NPC amuses with her many meme'y posters such as "get that bread" series of inspirational art | ❌ | ✅ |
| SHARING: Players have many funny and meme'y posters to choose from when decorating their own customizable tent. | ❌ | ✅ |
| SHARING: Random and funny sounding ranks include Sir Tripsalot (Trainee), Shield Hugger (Apprentice), Wobble Knight, Duke of Dents, Baron von Bonk, Lord of the Swing, Master of Mayhem, and Bonk Monk. | ❌ | ✅ |
| SHARING: Players are encouraged to share the pictures and videos of their custom-designed tents on social media by tagging the RandomGamesUniverse Instagram account. (The ability to personalize one's space taps into identity projection as a powerful motivator for sharing) | ❌ | ✅ |
| SHARING: Players are encouraged to share the pictures and videos of their hard-earned trophy shelf by tagging the RandomGamesUniverse Instagram account. (The drive for status is a powerful incentive for sharing) | ❌ | ✅ |
| SHARING: Players are encouraged to share the pictures and videos of them unlocking various weapons and bosses on social media by tagging the RandomGamesUniverse Instagram account | ❌ | ✅ |
| SHARING: Funny and meme'y world-specific wearables act as billboard for the game when players wear them outside of the game. | ❌ | ✅ |
| SHARING: Players are encouraged to share their achievements and show off their custom spaces using the media board gizmo. | ❌ | ✅ |
| SHARING: Only the most worthy veteran players get to use the special and exclusive EGGS-CALIBUR and brag about it on social media. | ❌ | ✅ |
How we built it
Our development pipeline incorporated a range of industry-standard tools, including VS Code (with Github Copilot), TypeScript, Horizon Worlds’ Desktop Editor, Blender, Adobe Photoshop, Substance Painter, and Procreate. Meta’s AI-powered tools also proved to be a valuable addition to our toolkit
Challenges we ran into
We’re excited to continue exploring the capabilities of the Horizon platform. The challenges we faced were less about limitations of the platform itself and more about the steep learning curve and the need to acquire a great deal of knowledge in a short time. This competition, in particular, highlighted just how far we’ve come since releasing the first version of this game a year ago. The table/checklist above serves not only as a comparison between two versions of our game, but also as a reflection of our growth as creators—from where we were to where we are now.
Accomplishments that we're proud of
We’re particularly proud of the personalized player space—the tent—which offers over 4 million possible configurations (specifically, 4,194,304). Achieving this required a combination of creative problem-solving and advanced TypeScript implementation. The tent also serves as a display area for trophies earned over time, reinforcing a sense of progression and accomplishment. We believe this customizable personal space will play a key role in increasing player engagement and retention.
What we learned
Creating robust progression systems and creating a personalized player space required leveraging JSON objects, which provided significantly greater flexibility for storing and managing variable data. This approach enabled a scalable and efficient system for customization. We’re excited to continue utilizing JSON-based data structures in the development of our future worlds.
What's next for 100 Weapons (Goofy Madness)
We’re excited to watch players enjoy the game and are prepared to make inevitable adjustments. We’ll be fine-tuning the balance of power introduced by each weapon. Our plan is to observe players closely and engage with them to determine which weapons should be universally available and which should be earned. We want the process of earning weapons to feel rewarding, but not so demanding that it discourages new players. Overall, we believe we’ve built a strong foundation for a game with high retention potential, but we understand the importance of listening to our players and staying open to having our assumptions challenged.
Built With
- blender
- horizonworlds
- horizonworldsdesktopeditor
- metahorizon
- quest
- substancepainter
- typescript







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