Inspiration

This project builds on my earlier game Tile Droppers, which challenged players to survive collapsing tiles using class-based abilities and sabotage mechanics. I wanted to evolve that concept into something more accessible and progression-driven. Instead of focusing on elimination or score, this version centers on claiming tiles, shifting the goal from survival to control. Each match becomes a race to claim as much ground as possible before others do or time runs out, with long-term progression through power upgrades, badges, leaderboards, and glowing Auras that showcase your mastery

What it does

This game can be played solo or with friends. Each player can assign themselves a unique color and dashes across disappearing tiles to claim them as their own. Falling off the map without a Fall Shield clears all claimed tiles, adding tension and risk to every step. After each match, players earn currency to Power Up with permanent stat boosts (including additional Fall Shields), gain XP and titles, and collect mastery credits through leveling and badge unlocks. These credits can be spent on avatar cosmetics called Auras, providing long-term goals and lasting replayability as players push their mastery even further

How we built it

I designed and programmed every system myself, from core game and tile logic to power-ups, progression, and UI

Challenges we ran into

The biggest challenge was building and connecting many systems from scratch while keeping everything stable and performant

Accomplishments that we're proud of

Even though not every system I created made it into the final version of the game, I’m proud of each one. I challenged myself to learn and implement neat features using Player Controls and Player Device Type, among many others, while designing UI that feels intuitive on both mobile and web

What we learned

I gained valuable experience designing large, interconnected systems that remain stable as the project grows in complexity. I developed a deeper understanding of the Horizon Worlds workflow, including API's I hadn't used before. Most importantly, I’ve improved at balancing functionality, performance, and player experience

What's next for Color Tile Drop

  • Tile variations
  • Additional game mode variations and match modifiers
  • NPC's to go up against
  • Global or per-player match objectives
  • Expanding on player customization and progression systems to give players even more ways to grow and express themselves
  • IWP

Built With

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