Inspiration
Our inspiration draws from the classic, shoot-'em-up arcade machines and the sarcastic humor of action films like "Escape from New York". The mood and narrative tone are heavily influenced by the Borderlands franchise, which inspired our own chatty droid companion Scrubby with the one and only Claptrap.
What it does
Smasher is an arcade cybermagic VR action shooter game. Players can try all the armory we built in one go: shoot, throw, pick another one. So the weapons are disposable. This mechanic creates chaos during gameplay and encourages players to be more flexible, adapting their tactics on the fly. There are also various powerful magic spells to turn the tables in tough situations or simply make the gameplay more spectacular! In general the game is about progressing through humorous story inspired by classic action movies. Players will fight their way through lots of arenas with diverse objectives, and most importantly they'll fight challenging bosses that are full of tricks and several combat phases.
How we built it
The game was built using Unity, leveraging libraries and APIs provided by Meta. Our development process involved first implementing core mechanics, such as the game's architecture, in a platform-agnostic way. Then, we polished and adapted these systems specifically for the specific VR requirements.
Challenges we ran into
Our journey began with the enthusiasm for building our own VR game, but also with little initial understanding of the platform's audience, established conventions, or design patterns. We filled knowledge gaps piece by piece, and along the way, we became thrilled by VR and the challenges that come with developing for the platform.
A significant challenge was applying PC patterns for VR. For instance, determining the best way to present subtitles and menu systems to players.
Furthermore, we faced considerable obstacles in both internal and external playtesting. Unlike traditional platforms, you can't simply distribute a build for everyone to try; VR headsets are a limiting factor. Even during in-person showcase events, we had to manage demo stations to accommodate the demand and throughput of players.
Accomplishments that we're proud of
We take great pride in having successfully implemented a wide range of accessibility settings, from comprehensive subtitles to a fully-functional seated mode, ensuring our game can be enjoyed by a broader audience. Through active engagement with our playtesters, we were able to identify and resolve numerous non-obvious bugs, not only within the game's technical execution but also in fine-tuning content balance. This feedback was invaluable.
Ultimately, we are proud that our very first VR title is resonating with players. A particular point of pride was our approach to reimagining standard PC conventions for VR: we integrated all menu elements directly into the game's environment and created a more immersive interface. We also believe our solution for testing across different headset models was effective: we created a collaborative network with individuals who had access to the required hardware, allowing us to optimize the game for a wider range of users.
What we learned
As this is our first venture into both VR development and launching a title on the Meta Horizon Store, the entire process has been a tremendous learning experience, capturing everything from development pipelines to marketing strategies.
We navigated several unique challenges, with QA testing across multiple VR headsets and optimizing performance for different device models being a particular hurdle. This pushed us to discover the delicate balance between challenge and player comfort, especially since VR introduces a layer of active physical engagement.
Perhaps our most significant challenge was translating classic game design principles into a VR environment and figuring out how to bridge the nostalgic feel of classic arcades with the immersive potential of modern VR technology.
What's next for Smasher
The long-awaited release is just around the corner: this winter, we're launching with a thrilling campaign featuring three chapters, each capped off with a powerful multi-phase boss battle that requires a distinct strategy to defeat. And this is just the beginning for Smasher: this spring, we'll expand the experience with an endless Arcade Mode.

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