Please kindly read the Long Technical Version: https://gist.github.com/beardordie/32f16dca8c5f80050ade099cc16d1915

Or don't. Here's the Short Version:

Inspiration & What it does

Solo Royale parodies the Battle Royale genre as a mobile-only incremental clicker. By leveraging Noesis and Portrait mode, I aimed to deliver a high-fidelity UI experience previously impossible in Horizon Worlds. The result is a thoughtfully crafted for mobile loop that trades taps for dopamine, featuring absurd events and loot.

How I built it & Challenges

I fully embraced the MVVM paradigm, utilizing dataContext to bind Horizon’s TypeScript scripting to Noesis XAML. Noesis Studio was critical for visualizing data at design time, preventing logic roundtrips. While documentation was sparse, the late addition of Command Parameters significantly streamlined the codebase. Hot reloading in the Desktop Editor allowed for tight iteration on the "RAGE" mechanic.

Accomplishments

  • Achieved a mobile-only Portrait-mode presentation. Utilized Vector Paths (created in Illustrator) rather than pixel images for infinite scalability and fidelity during animations.
  • Strict adherence to MVVM, keeping design and logic distinct.
  • Social Connectivity Features: Social Following asset to get more Horizon followers, Selfie Station to encourage sharing in-world screenshots, World Leaderboard
  • Ergonomic button placement and custom sound design for satisfying tactile feedback with mobile-compatible haptics.
  • Fully animated tutorial sequence to provide smooth onboarding (skippable for return players)

What I learned & What's next

Future updates will refactor duplicate assets using GlobalResources and strictly enforce Focused Interaction Mode, bypassing the standard first-person view to more perfectly simulate a standalone mobile app experience.

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