Inspiration

I wanted to create a world that rewards players every step of the way. The original version had XP and a leaderboard, but it lacked emotional engagement and excitement. After feedback and personal reflection, I was inspired to build a more satisfying, addicting progression loop using fun animations, rewarding visuals, and XP-based growth.

What it does

Sugar Rush is a chaotic simulation party world where players collect donuts, gain XP, level up with sparkly VFX, and unlock crazy buffs like Sugar Speed and Coffee Combo. It’s designed for instant fun, social interaction, and viral moments that make people want to bring their friends.

How we built it

I used HUD scripts to track player XP and added a sugar meter UI that dynamically updates with popups and sounds. I added funny level names, animated progress bars, and sound effects on each XP gain. Eating donuts now triggers sparkles, glow, and speed boosts based on progression level. My goal was to create an addictive loop where players feel stronger and more hyped the more they eat and level up.

Challenges we ran into

Getting the UI to update correctly across multiplayer sessions was tough. Players would see incorrect levels or glitchy bars. I rewrote logic to only update XP when donuts are eaten and made the UI update smoothly. I also had to optimize donut rain and food physics to keep the experience fun but not laggy.

Accomplishments that we're proud of

I’m proud of how progression now feels exciting. The combination of visual feedback (colors, glow, popups), rewards (XP and speed), and leaderboard bragging rights makes players want to keep eating and leveling. It finally feels like a real game, not just a cool world.

What we learned

Throughout the project, we learned how to optimize multiplayer interactions for both VR and mobile users, build responsive XP and buff systems, and create satisfying gameplay loops that encourage repeat play. We also learned how to keep performance strong while adding eye-catching effects, animated characters, and fun mechanics.

What's next for Sugar Rush

I want to add more unlockable abilities—like jumps, emotes, or cosmetic sparkles tied to XP level. I also plan to polish the intro moments to hook new players and improve retention with a streak combo system. Eventually, I’ll include mini-quests or challenges that earn rare donut types or XP boosts.

Built With

  • codeblock
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