Inspiration

I love cozy farm sims and creature collectors and wanted to intergrate a harvest loop into it. So I thought, “Why not bring that to Worlds?” Thus, Pet Pals Tycoon sprouted.

What it does

  • Fast-regrowing starter crops + gated mid/late crops across 12 islands
  • 100 collectible Pet Pals with exponential unlock costs ($20 → $100 K)
  • Random vendor orders (Easy/Medium/Hard)
  • Per-player persistence (inventory, timers, pets) so no world-hop cheats
  • Solo or 2-player multiplayer with individualized crop respawns

How we built it

  • Quick code-block script and Typescript to generate/deliver orders
  • Moved logic into a TypeScript UIComponent with Binding & DynamicList
  • Stored orders, inventory, timers in persistentStorage
  • Tested folk loops and whimsical orchestral themes

Challenges we ran into

  • Players resetting crop timers by rejoining. I solved it with per-player timestamp cooldowns.
  • Dynamic UI quirks: Had to include an “Easy/Medium/Hard” tab-highlighting right after three rewrites.
  • Economy balance: Early pets felt trivial, late pets impossible so I had to nail the right exponential curve.

Accomplishments we’re proud of

  • Per-player crop timers that survive reloads
  • Smooth, data-driven UI in Horizon’s framework
  • Balanced 30-day loop for players to spend 15 min/day progression to a $100 K final pet
  • 100 unique Pet Pals with clean unlock pacing

What we learned

  • Deep dive into Horizon’s Persistent Storage & CodeBlockEvents
  • Building reactive UI with Binding & DynamicList in TypeScript
  • Crafting a long-term mobile/VR economy without breaking it

What’s next for Pet Pals Tycoon

  • Seasonal & holiday events (pumpkin-spiced harvests?)
  • Guild deliveries: co-op town hall quests
  • More unlockable Pet Pals and Islands to explore

Built With

  • worlds
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