Inspiration
We entered the Meta Horizon Creator Competition (Mobile Innovation) with a specific goal: to bring a frenetic, arcade-style shooter experience to mobile VR that feels instant and accessible.
We were inspired by the concept of "fast mazes"—tight corridors that force quick reflexes. While the current aesthetic is Christmas-themed (to celebrate the upcoming holidays), the core inspiration was to create a gameplay loop that is "Light" not in terms of brightness, but in terms of speed and fluidity. We wanted a game where you jump in and the action starts immediately.
What it does
Maze Light Shooter is a fast-paced, first-person multiplayer shooter (FPS) set in a chaotic arena.
- PvPvE Chaos: It is a ruthless Free-for-All where players must survive against each other and relentless waves of zombies.
- "Light" & Fast: The title reflects the game's philosophy—lightweight performance for mobile and lightning-fast movement.
- Seasonal Events: The game currently features a Christmas overlay, serving as our first "Seasonal Event," adding festive vibes to the carnage.
How we built it
We developed the game using the Meta Horizon Worlds Desktop Editor.
- Scripting: The core logic was built using TypeScript. We leveraged TS to handle the complex state management required for a fast-paced shooter.
- Mobile Optimization: We designed the maze and enemy density specifically to ensure high performance and comfortable controls on mobile devices, ensuring the "Mobile Innovation" requirement was met with a smooth user experience.
Challenges we ran into
Our biggest hurdles were technical, specifically regarding networking and game state:
- Client/Server Duality: Implementing the shooting mechanics was tough. We had to ensure the gun logic worked, whether hitting an AI Zombie or another Player.
- Game Management: orchestrating the flow of the match (start, end, respawns) while keeping the lobby synchronized was a significant logic challenge.
- Learning Curve: We had to learn the Horizon Worlds Editor from scratch during the short development window.
Accomplishments that we're proud of
- Mobile Playability: The game feels incredibly fun and responsive on a phone, which was our main goal for the Mobile Innovation track.
- Efficiency: We discovered the competition late and had very limited time. Despite starting from zero knowledge of the editor, we finished the project well ahead of the deadline.
- Fun Factor: Beyond the code, we are proud that we genuinely enjoy playing it ourselves. It’s chaotic, fast, and works exactly as intended.
- Leaderboard: We have implemented a global leaderboard to keep track of all wins, in order to motivate players further.
What we learned
We went from having zero experience with the Horizon Worlds Desktop Editor to publishing a fully functional multiplayer shooter. We learned how to optimize TypeScript for the Meta platform and how to balance an economy of "fun" where players have to manage threats from both AI and real humans simultaneously.
What's next for Maze Light Shooter
This Christmas version is just the beginning. We plan to expand the "Maze Light" universe with:
- RPG Elements: Adding Perks, special abilities, and distinct Player Classes with unique loadouts.
- Content Expansion: More zombie types, new arena maps, and a dedicated Single-player mode.
- Seasonal Live Ops: We will continue the "Event" system, updating the theme for future holidays (Halloween, Easter, etc.) to keep the game fresh.





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