Clash of Hands is a fast paced battle game built on the simplicity of rock paper scissors and expanded with combo building, multipliers, and real time gesture input. The design keeps the classic balance intact while making it more dynamic on mobile using quick touchscreen gestures.

The core innovation is GLYPH, a gesture recognition system I built specifically for mobile touch screens. Players draw their moves instead of tapping buttons, using drag input that feels intuitive on a phone. GLYPH measures the shape and speed, so a clean fast gesture hits harder. I’ve also released GLYPH openly to the Horizon Creator community so other developers can build on the same tech (linked in "Try it out" below). The game pushes Meta’s new Noesis UI system as well, using smooth animations and mobile optimised layouts to keep the action readable.

The design expands rock paper scissors without adding heavy rules. Combos and multipliers create new tension, but the bluff and counterbluff of reading an opponent stays at the centre. The first world introduces these systems gradually, with contextual instructions presented at the moment players need them. This keeps onboarding lightweight while keeping the experience firmly mobile first.

You battle nine NPC opponents across three themed worlds, each with its own style, combo patterns and AI tendencies. Visuals, character concepts, audio, and some supporting code were produced with GenAI tools, allowing rapid prototyping and more time spent tuning gameplay feel.

Clash of Hands also works well as a quick social arena. Matches last a few minutes, and Horizon’s built in voice chat makes challenges conversational and easy to jump into. It’s an accessible mobile experience driven by bespoke input tech, balanced design, and playful competition.

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