Inspiration
Buzz Brawl began with two simple inspirations that stayed with us for years. The first was the flying battle game, fast, fun aerial combat that made us wonder what a modern version could feel like. The second inspiration came from the Bee Movie. Its vibrant hive world and exaggerated scale pushed us to imagine a stylised environment seen from a bee’s perspective. Combining these two influences, we set out to build a high-speed honeybee aerial combat game that is simple to learn, satisfying to play, and visually memorable.
What it does
Buzz Brawl is a multiplayer aerial shooter where players ride battle bees inside a massive hive arena. Over a 5-minute match, players fly, shoot, collect pickups, and try to score the highest number of kills. Players can:
- Fly freely through the hive using a smooth pitch–yaw–throttle system
- Shoot opponents and earn points with each kill
- Collect health, ammo, boost, and shield pickups mid-flight
- Engage in continuous combat through a respawn loop
- Track performance with an in-game leaderboard
- Join a new session instantly after each match
How we built it
We built using TypeScript inside the Meta Horizon desktop world editor, with support for the mobile platform. The game runs on the Meta Horizon Platform, using persistent storage for player data. To shape gameplay, we integrated multiple Meta APIs: NoesisGUI, Nav Mesh, Analytics, Camera, Performance, and UI, each helping refine movement, navigation, combat, and polish.
Challenges we ran into
Giving up traditional flight physics was tough but necessary. The vector-based approach required many iterations before it felt right. Targeting was another major challenge—we adjusted the bee’s bounding box and collision logic to make hits feel fair. Optimizing high-speed gameplay on mobile, especially with heat and performance limitations, remains an ongoing challenge.
Accomplishments that we're proud of
We’re proud that we turned a simple “bee combat” concept into a smooth and competitive multiplayer game. After many early prototypes, we finally built a custom flight system that feels natural and responsive on mobile. We successfully implemented a full gameplay loop of spawning, flying, shooting, collecting power-ups, dying, respawning, and updating scores, all running consistently inside Horizon Worlds.
What we learned
We learned that even a simple idea—flying and shooting—becomes complex when executed with speed and precision. Designing a responsive aerial movement system taught us a lot about vectors, smoothing, feedback, and user perception. We also learned how stylised visuals can attract players and improve readability in fast-paced gameplay. Performance optimisation, level structure, and pickup visibility were all major learning moments throughout development.
What's next for Buzz Brawl
Future updates will focus on:
- New weapons and bee classes with unique playstyles
- More hive arenas, each with different layouts, verticality, and hazards
- Cosmetic customization for bees, trails, skins, and victory poses
- Progression system with unlockable perks, badges, and seasonal ranks
- Improved performance optimization for smoother mobile play
- Enhanced SFX and VFX, especially for impacts, pickups, and flight effects
Built With
- analytics
- camera
- metahorizon
- mobile
- navmesh
- noesisgui
- performance-horizon
- persistencestorage
- typescript
- ui
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