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Growing bigger with every bite!
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Fight back with powerful melee attacks!
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Reach the FINISH zone when you’re large enough!
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Reach the FINISH and claim your victory
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Grow so big that the city looks tiny!
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Race for food — every second matters!
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Stay alert — every hit shrinks you!
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Chaotic multiplayer food battle!
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Compete for the top of the leaderboard!
World ID: 873769362490133
Inspiration
I believed that a game where you grow bigger the more you eat is a fun concept anyone can enjoy. But rather than making it just a simple growth game, I wanted to add a competitive PvP element — combining gluttony and combat to create a humorous yet intense experience. My goal was to deliver an immersive gameplay experience where players move around, eat for themselves, and fight for themselves.
What it does
Food Fighter is a competitive game where players grow larger by eating food.
- Eat food that drops onto the field to increase your size
- The bigger you get, the slower you move — a clear risk & reward system
- Use weapons to attack and hinder other players
- When you think you're big enough, head to the finish zone in the center to record your score on the leaderboard
- Intuitive HUD and “How to Play” UI make it easy for newcomers to jump right in
The goal is simple: “Who can eat the most?”
How we built it
Food Fighter is developed using the Meta Horizon Worlds Editor and TypeScript.
- Implemented interactions based on META Horizon Script
- Created custom HUD UI (food count display) and How To Play popup UI
- Built a grabbable weapon system (force hold, collision detection, swing validation)
- Saved individual player scores using PersistentStorage
- Implemented accurate hit detection using collision events + swing timing
- Local UI updates through bindings for player-specific HUD refresh
- Produced custom image assets and integrated them into the UI
While it may seem feature-rich, the overall architecture is optimized with one clear goal — “Fast and intuitive combat.”
Challenges we ran into
While developing Food Fighter, I encountered and solved the following issues:
- Understanding the Horizon UI System
-Challenges with distinguishing between Local Script and Default Script
-Fixed issues where onClick wouldn’t trigger (layer, input mode, hidden state etc.)
-Resolved UI updates affecting all players instead of individual ones - Duplicate Weapon Collision Detection
-OnPlayerCollision was being triggered multiple times per frame
-Introduced a Set-based system to ensure only one hit is counted per swing - Attach & Grabbable Conflicts
-Replaced attachToPlayer with a force hold approach
-Applied per-player grip offsets to correct inconsistent weapon grip positions - Image Asset Loading
-Solved Image source undefined issues
-Fixed custom UI failing to render properly
Each issue helped deepen my understanding of Horizon’s internal mechanics.
Now, I can confidently manage UI, weapon systems, and player data handling within Horizon.
Accomplishments that we're proud of
The four aspects of Food Fighter that I’m most proud of:
- A fully custom UI system
-HUD, How To Play popup, icons, and close buttons
-Easy for new players to understand the game quickly - Accurate weapon hit detection
-Swing timing, collision detection, and duplicate-hit prevention provide satisfying combat feedback - Growth mechanic based on eating
-Simple yet highly addictive core gameplay rule - Full multiplayer support
-Player-specific HUD
-Player-specific storage
-Competitive elements are cleanly handled
What we learned
I learned a lot about how to structure games in Horizon for better maintainability and scalability, especially through developing Food Fighter.
Key learnings include:
- How Horizon Worlds’ UI system works
- Handling clicks through Pressable objects and Input Modes
- Understanding collision event physics
- Managing player data using PersistentStorage
- Updating UI uniquely per player (bindings + player-specific updates)
What's next for Food Fighter
Moving forward, I plan to add the following features:
- Additional weapon types (hammer, stick, frying pan, etc.)
- Ultimate skill system: unleash a powerful attack after eating a certain amount
- New maps with strategic elements (jump pads, narrow paths, etc.)
- Enhanced hit feedback with sound effects and impact particles
- Lobby waiting room and tutorial area
- Cosmetic customization (skins, colors, different forks)
Built With
- editor
- horizon
- meta
- typescript
- worlds




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