Inspiration

I wanted to create something chaotic, funny, and surprisingly strategic. A short, fast paced, snackable. game play loop. Gas Up N’ Go! started as a joke about fart propulsion, but evolved into a full solo-built, single-player platformer that blends humor with genuine gameplay pressure. I wanted it to be mobile-friendly, replayable, and most of all—memorable.

What it does

Gas Up N’ Go! is a solo-built 2.5D side-scroller where players:

  • Collect beans to build gas
  • Fart-jump over obstacles
  • Avoid spikes, slow zones, and distractions
  • Race to the toilet before time or stink runs out

The game features multi-layered end conditions:

  • Gas is required to jump—if you run out, you're stuck
  • A 90-second stink timer constantly counts down
  • Boosted jumps consume more gas, adding strategy

If you run out of time or gas, the game ends. If you make it to the toilet—you win. In the current demo, the win is represented by a visual message due to a last-minute bug.

How we built it

I built the game entirely solo using the Horizon desktop editor, Horizon Core TypeScript, and Meta’s GenAI tools, which I used to create:

  • 3D models (beans, toilet elements, VFX placeholders)
  • Textures (bean skins, UI panels, world accents)
  • Sound effects (a full fart SFX library lol )

The scripting includes:

  • A custom gas meter system (If it runs out-- Game ends, so you have to get beans to keep going)
  • Timed stink meter (90 seconds)
  • Jump mechanics linked to gas level
  • Playable UI with fart sayings and rank system

The art style is playful, mobile-optimized, and intentionally chaotic.

Challenges we ran into

  • A final-hour WinTrigger bug broke the end condition sequence
  • Re-importing AI-generated beans caused pickup logic to break
  • Script cascades created UI meter bugs I couldn’t fix in time
  • Working solo meant every issue consumed valuable time I couldn’t spare
  • Last minute issues that caused me to just have to submit as is
  • I only started Mid April, when I got the idea and have zero knowledge of Typescript, so I did what I could.

    Accomplishments that we're proud of

  • Built a fully functional solo game loop using Horizon Core and desktop editor

  • Designed a humorous and visually consistent brand identity

  • Created a real-time gas-based mechanic that ties directly to game performance

  • Integrated AI tools for models, textures, and SFX while maintaining control over tone

  • Still submitted under pressure with a playable, shippable foundation

What we learned

  • How to use Horizon Core for modular UI, player tracking, and VFX triggers
  • How to manage player feedback loops using meters, audio, and visual states
  • How to integrate GenAI tools quickly and intentionally
  • How to triage and simplify under deadline pressure
  • That sometimes submitting an unfinished but honest build is part of the process

What's next for Gas Up N’ Go!

Post-deadline, I’ll be:

  • Fixing the broken WinTrigger and finalizing the end screen
  • Rebuilding the bean prefab to support both texture and logic
  • Adding full leaderboard tracking and post-game ranking
  • Creating more levels with new fart-based challenges
  • Developing unlockables (beans, trails, jump types)
  • Expanding the game to include multiplayer chaos

This version reflects a real journey of solo-building under pressure—and I'm proud of how far it made it.

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