Inspiration
Portals Of Power: Defend The Key was inspired by classic “Capture the Flag” games, but with a more tactical twist. We wanted to combine action, teamwork, and strategic defense in a dynamic environment where each match plays out differently. Influences came from titles like Rainbow Six Seige and The Finals, but adapted for mobile.
How we built it
This world was built using Horizon Worlds tools and scripting. Core systems like team matchmaking, dynamic spawning, health management and victory tracking were created from scratch. We implemented destructible and rebuildable barricades, custom triggers for game flow control, and a "Ready" system in the lobby that starts the match when enough players are prepared.
Challenges we ran into
One of the biggest technical challenges was managing the balance between local and server scripts. This often led to unexpected behavior during gameplay, especially when syncing game state across all players. I eventually overcame this by studying and experimenting with official template worlds, copying key elements and adapting them through trial and error. Another area of difficulty was implementing the shooting mechanics: I wasn't able to recreate the feel and precision I originally envisioned. On the artistic side, it's clear that the editor is still relatively new and limited, but we appreciated the steady updates and improvements being made to the platform.
Accomplishments that we're proud of
We’re proud of the core gameplay which, despite not being as complete as we initially hoped, already feels fun, engaging, and replayable. The balance between planning, action, and team coordination adds a lot of depth. We're especially proud that we managed to build a fully playable experience from start to finish: from lobby to final victory, the game flows and works, even if there are still some rough edges and missing features. It’s a strong foundation we can build on.
What's next for DTF: Defend The Flag
In the short term, our focus will be on fixing the remaining bugs, completing the experience, and polishing the core mechanics. Once the base is solid, we plan to expand the game with new features such as different weapons, traps, and special abilities to give each team more strategic options. We also aim to introduce new maps (not all medieval themed) to add variety and keep the gameplay fresh. Additionally, we’re exploring the idea of hiding lore elements and secrets throughout the world. Players might uncover the story behind the conflict through clever easter eggs scattered in unexpected places.



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