Inspiration

This project was inspired by the platform fighter Super Smash Brothers. I wanted to capture the same chaotic, fast-paced energy in a multiplayer world that works well on both VR and mobile. My goal was to create a party game that’s quick to pick up, fun to play in short bursts, and designed to support frequent replayability.

What it does

Smash is a battle platformer game built for up to ten players. It features:

  • Fast-paced brawling combat

  • Modular level spawning system

  • A token collection and reward system

  • Player XP and exponential leveling

Each round is short and action-packed, with a focus on mobility, knockback, and chaos. It’s designed to feel like a competitive playground that players can return to over and over again.

How we built it

This world was developed entirely solo. I built systems that were designed to be both flexible and expandable, including:

  • Level spawning logic with randomized layouts

  • Core combat and knockback systems

  • Persistent token tracking and storage

  • A leveling system based on XP gained from matches

  • A cosmetic shop that tracks item unlocks and booster purchases

  • A custom UI built to support both mobile and VR layouts

Much of the development effort focused on making sure every component could be reused or modified for future updates without needing a full rebuild.

Challenges we ran into

One of the bigger challenges was creating a progression system that felt rewarding without overwhelming the fast-paced gameplay. Balancing token rewards, XP gain, and level curves required multiple iterations.

Another major hurdle was designing a shop system that worked smoothly across sessions, allowing cosmetic upgrades and booster tracking. Horizon’s persistent variables system required careful handling to ensure everything saved and loaded properly across all players and devices.

UI layout was another challenge, especially on mobile, where Horizon’s built-in overlays can interfere with custom HUD elements.

Accomplishments that we're proud of

I’m proud of how fun and chaotic the final gameplay feels, especially in larger groups. The game delivers the party-style energy I originally envisioned, and it works great on both mobile and VR platforms.

I’m also proud of the UI design. Building a clean, responsive HUD system for multiple platforms was a huge milestone for me as a developer still learning advanced UI techniques in Horizon Worlds.

What we learned

This project helped me deepen my understanding of:

  • Persistent storage and save systems in Horizon Worlds

  • Creating scalable XP and level systems

  • Designing modular, data-driven logic for weapons and maps

  • UI responsiveness and layout considerations across devices

  • The importance of playtesting for balance and pacing

What's next for Smash

The next step is to continue expanding the game with:

  • More brawling levels

  • Seasonal cosmetic weapons that rotate over time

  • New types of boosters and unlockable rewards

  • Ongoing optimization and refinement of progression systems

The modular architecture allows for frequent updates and seasonal content. My goal is to keep the gameplay fresh and build a vibrant, replayable party game that grows over time.

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