Inspiration
I was inspired by the rewarding gameplay from the newly released Ball x Pit and wanted to experiment with a similar mechanic in Mixed Reality.
What it does
It is the base of a game that can be extended with endless new worlds, enemies and twists. A fun game made up of five levels, where the player tries to survive waves of enemies and gets confronted by the final boss after five waves. Make sure not to let the enemies form a line of 5.
How I built it
Built using IWSDK, modeling, rigging and animations done with Blender using heavily modified free assets and modeling. Used Antigravity with Claude Sonnet 4.5 and Gemini 3 Pro.
Challenges I ran into
Two issues were challenging to get over with IWSDK: Creating a portal with stencils and decoupling the physics update from the rendering. In order to achieve this, I had to fork IWSDK and will be contributing the improvements upstream (first issue is already contributed and merged).
Thankfully, the IWSDK codebase is very accessible and making the changes was not very difficult.
Accomplishments that I am proud of
Creating a fun playable WebXR Mixed Reality game in two weeks was definitely not something I thought would be possible, but it was a great learning experience.
What we learned
Got accustomed to the ECS structure that IWSDK uses, seeing how scaling the amount of objects barely impacts performance. Learned how to rig characters and animate them (and export them into the game)
What's next for Invasion 5
Improve UX, add more bosses and release on the web. Hopefully submit it into the Meta New Tab Page.
Built With
- blender
- css
- html
- iwsdk
- three.js
- typescript
- webxr

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