Inspiration

Planet Hop was born from a simple idea: taking the bite-sized, single-thumb action loop of games like Archero and wrapping it around 360-degree mini-planets like Mario Galaxy instead of flat arenas.

What it does

It's a mobile 3D action-roguelite where players navigate spherical worlds, dodging hazards, unlocking dynamic power-up builds, and battling enemies across mini-globes using custom surface gravity.

How we built it

Built in Unity (URP) with C#, leveraging custom surface gravity math to keep movement seamless.

Challenges we ran into

Spherical AI Navigation/Bullets/Rays: Standard NavMesh fails on 360° spheres, requiring custom raycast-based pathfinding for enemies. Mobile Performance: Maintaining 60 FPS on mid-range devices while running custom gravity, projectile physics, and multiple active enemies required aggressive draw-call batching and memory management.

Accomplishments that we're proud of

Successfully shipping a smooth, responsive spherical gravity system on mobile without causing motion sickness. Running a closed beta that validated player retention and core combat physics.

What we learned

Building the game end-to-end deepened our mastery of vector math on non-standard geometry, non-Euclidean camera systems, and mobile URP optimization.

What's next for Planet Hop

Expanding content with new planetary biomes, unique boss encounters, and deeper meta-progression systems. Pitching to mobile publishing partners to scale global acquisition and live-ops.

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