About the Project

Inspiration

We usually build for VR, which can get complex fast. When we saw the incremental category, it felt like a fun challenge in the opposite direction. How simple could we go and still make something that feels great to play? We wanted something that could still work in an idle format but reward players who choose to be more active. As we thought about how to make that feel interesting, physics came up right away. It adds a sense of variability that keeps every run fresh, and it felt like the right mix of simple and satisfying. Once we started thinking about a physics-based system and what would work best for mobile, we found ourselves naturally heading toward some sort of 2D table top physics game.

What it does

Idle Battletops takes the classic incremental loop and gives it a physics twist. Players start by tapping to collect shards, drawing inspiration from the classic "clicker" incremental format. You also begin with one top, which can be launched onto the play area. These tops bounce around collecting shards. Over time, you unlock new tops, upgrades, and new ways to automate your progress. Compared to traditional clickers, the physics here make each run feel different and reactive. It is fun to watch, satisfying to play, and the number goes up. What more could you want?

How we built it

the project was built in the Worlds Desktop Editor. One of us handled UX, visuals, and modeling, another focused on systems and scripting, and the third built gameplay logic and overall flow. We used MetaAI throughout the process, and it proved especially helpful for skybox generation, 3D asset creation, SFX/Music generation and texture work. Most of the textures in the experience were generated with MetaAI, and many of the custom assets as well. With all of us balancing full-time jobs and limited time to build, AI made it possible to finish this project and push it further than we ever could have on our own.

Built With

  • horizon
  • meshyai
  • meta
  • metaai
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