Inspiration

We were inspired by fun social minigames we played as kids

What it does

Sushi spawns on a conveyor belt in a ring around you. You have a tongue cannon and want to eat the most expensive sushi! If you eat the same type of sushi multiple times in a row you can build your multiplier for a huge score. Will you go for a combo or just try to eat as much as you can?

How we built it

We used the Horizon Worlds Desktop Editor. Our scripts were done in typescript and our meshes were largely cleaned up Meshy models.

Challenges we ran into

While I've been working in games a long time, this was my first time working in the Horizon Worlds Desktop Editor so I had a lot to learn before I could hit my usual velocity.

To make this game work well on mobile, we our 'tongue cannon' weapon tracks targets - so if you even roughly aim it at the sushi you want, the tongue will fly out and try to fetch it for you!

Accomplishments that we're proud of

We were able to release a game to the world quickly!

What we learned

How to develop for this platform. The event-based paradigm took a little getting used to but it makes sense for developing a networked game like this.

What's next for Sushi Licker

We'll see if people like it! Possibly adding different powers and effects to the sushi you eat.

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