Eli’s Slap Arena
THERES A BUG IN THE GAME TO WHERE IT ONLY WORKS WITH 1 PLAYER RIGHT NOW! I DID NOT HAVE TIME TO FIX BEFORE SUBMISSION DEADLINE PLEASE PLAY 1 PLAYER ONLY. (A BOT WILL JOIN YOU)
Inspiration
Mobile games work best when they are fast, simple, and satisfying. The goal of this project was to build something that felt truly designed for touch input instead of being adapted from another platform.
The winter theme created the perfect setting for a chaotic and competitive arena where physics, sound, and movement combine into quick, replayable rounds. The focus was to make a game where players immediately understand what to do and want to keep playing.
What it does
Eli’s Slap Arena is a mobile-first multiplayer game where players compete to knock each other off a winter-themed floating arena.
Each round begins with a countdown and ends when only one player remains. Players use mobile touch input to strike opponents, relying on timing, positioning, and physics to launch others into the void.
The game is built to be easy to learn and fast to play — no menus, no loadouts, only instant action.
How we built it
The experience was built entirely in Meta Horizon Worlds using TypeScript.
Core systems include:
- A round manager with intermission timers and auto-reset logic
- Physics-based knockback and collision interaction
- Teleportation and spawn management
- Touch-based mobile input handling
- UI feedback such as countdown text and win announcements
- Audio feedback for hits and eliminations
The arena and lobby were designed for clarity and performance on mobile devices.
Challenges we ran into
Because the project was built under heavy time constraints, AI-controlled bots were not fully completed in time for submission. While player-to-player combat works as intended, bot interaction with tools and physics was deferred to ensure real multiplayer gameplay was prioritized and stable.
Another challenge was tuning physics so that knockback felt strong without becoming uncontrollable. Ensuring that gameplay remained readable on small mobile screens also required careful layout and design decisions.
Accomplishments that we're proud of
- A complete multiplayer arena built under a strict deadline
- Fun and responsive touch-based combat
- Physics that feel impactful and readable
- A winter theme that enhances gameplay atmosphere
- Smooth performance on mobile devices
What we learned
Mobile-first development requires ruthless prioritization. It's better to have one system that works well than ten that only half-work.
Clear visuals, fast feedback, and simple mechanics lead to better gameplay than complex feature stacks.
What's next for Eli’s Slap Arena
Future improvements include:
- Fully implemented bot support
- New arenas and layouts
- Round modifiers like low gravity or shrinking platforms
- Cosmetic effects and seasonal updates
- Expanded social features

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