Inspiration
I’m experiment with building a project as I go, exploring different tools and assets to see what clicks. Played with avatar with jumping animation that feels super dynamic and fun— so I wanted to create vibe of a simple, addictive arcade-style game like Qbert, using interactive assets, like music and puzzles, to add depth and keep things engaging. Using the editor, I’m tinkering with these elements, learning the tools hands-on, and seeing how each asset comes together to shape the game.
What it does
Chroma Leap is an exhilarating third-person platformer for mobile and web, where you leaping onto dynamic anti-platform disks. Each disk changes color on impact, boosting you to soaring heights. Collect jewels and unlock Teleport door ways to explore new stages. Sync all disks to one vibrant hue while climbing ever higher. Precision and timing are key—mistime a jump, and you risk plummeting past the last platform. With interactive visuals, addictive mechanics, and endless replay-ability, Chroma Leap challenges you to conquer the skies and master the ultimate color-coordinated ascent!
How I built it
Using Typescript , AI generated sounds, and texture using Meta Horizon world editor. Blender for custom models.
Challenges I ran into
As new user of IDE editor. I’ve encountered frustrating issues like script version conflicts, inconsistent behavior, and objects disappearing on mobile devices build despite functioning perfectly in the editor. Figuring out these workarounds takes some trial and error - by rearranging hierarchy of object and code placements.
Accomplishments that I'm proud of
Building dynamic and interactive game by experimentation with new tools.
What I learned
Adapting to Typescript coding syntax and figuring out the API messaging system. how it structures communication between components. - local and server execution.
What's next for Chroma Tone Leap
I plan to enhance the multiplayer experience by introducing challenging, competitive leaderboards to keep players engaged and striving for the top spot. Also improve visual rewards tied to a scoring system that reflects the difficulty of each challenge. Additionally, I’m interested to create original animations for imported assets - when FBX animation import becomes available in the Horizon Editor.


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