Inspiration

I was inspired by the kinds of games I’ve loved playing on PC - creative, narrative-driven games that blend genre and gameplay in unexpected ways. Many of these games, though, aren’t easily accessible in mobile-friendly formats, and I wanted to create something that captured their spirit but could still run smoothly on a phone. That led me to the idea of Tales from the Crib: a quirky, genre-hopping adventure that plays like a series of TV episodes, each with its own theme, gameplay twist, and sense of humor.

What it does

Tales from the Crib is a mobile-friendly, story-driven obstacle game that plays like a parody TV series. Players take on the role of a baby detective, chasing a villainous bear named Mr. Crumbles through different "TV channels"—each with its own theme, such as film noir, circus chaos, and tomb-raiding adventure. Each level features unique obstacles, narration, and humor to keep things engaging and fun, all while remaining accessible and optimized for mobile play.

How we built it

Initially, I relied on my usual process: building in VR and importing assets from Blender. I had very little experience with the Horizon Worlds desktop editor and had never really touched TypeScript before. But once I jumped into the competition, I realized I’d need to step way outside my comfort zone. I began working directly in the desktop editor and gradually learned how to use TypeScript to bring my ideas to life. It was slow at first, but as someone who enjoys puzzles, I actually started to find the challenge fun.

Challenges we ran into

One major challenge was trying to incorporate too many of my favorite gameplay styles into one game. I was excited by the potential, but without a clear initial structure, I began to lose direction. Narrowing the focus and deciding which ideas to include helped me realign the project. Another challenge was learning TypeScript on the fly. Before the competition, I had no experience with it and had only used the desktop editor a handful of times. Debugging scripts and figuring out how to connect everything was frustrating at times—but rewarding.

Accomplishments that we're proud of

I’m proud of how much I learned during this process, especially when it comes to scripting. What started as a confusing and overwhelming part of development became something I actually enjoyed. I also managed to blend storytelling and gameplay in a way that feels fun and lighthearted while working within the limitations of mobile performance.

What we learned

I learned that having a clear vision at the beginning of a project is crucial—especially when trying to merge multiple styles and mechanics. I also learned that even if something seems outside your skill set (like TypeScript was for me), it’s possible to grow quickly with the right motivation. This experience pushed me outside of my comfort zone and showed me how much I can accomplish by experimenting and problem-solving.

What's next for Tales from the Crib

Moving forward, I plan to expand the game with more “TV channels,” each exploring a different genre with its own unique environment and mechanics. I’d like to polish the narrative even more and add features that reward players for progressing across episodes. Now that I have a better understanding of scripting and the desktop editor, I’m excited to build more complex interactions and bring new ideas to life—with a lot more confidence.

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