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
UIComponentwithBinding&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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