Inspiration
I wanted to create a simple multiplayer game that anyone could understand immediately. No menus, no tutorials. See the colour, run to it, survive. I liked how fast-paced games keep people shouting and laughing, so I tried to capture that energy in VR.
What it does
TileDrop VR picks a random colour, counts down, and then every other tile falls away. If you didn’t get to the right spot, you’re out. The rounds get quicker and more chaotic until only one player remains. Then it resets and everyone goes again.
How we built it
I started with one tile and duplicated it into a grid. Then I made a single controller script to handle the whole cycle: select color, show timer, drop tiles, reset. I learned quickly not to spread logic across every tile. Keeping the controller in charge made everything far more stable.
Challenges we ran into
Most of my issues came from trying to code things the wrong way. I used functions from old snippets that aren’t supported anymore. Material and collider APIs failed, and anything running per-tile caused errors or lag. Fixing that forced me to simplify, clean up, and learn the correct Horizon scripting patterns.
Accomplishments that we’re proud of
It works. People instantly get it. They panic, move, fall, and join the lobby again, without thinking. Seeing players enjoy it and even though the project is small it made the effort worth it.
What we learned
Keep logic centralized. Keep mechanics simple. Don’t trust outdated examples. Build tiny pieces that you understand before adding more. I also learned how to debug Horizon scripts properly instead of guessing.
What’s next for TileDrop VR
Better polish when tiles drop, different layouts, power-ups, maybe a leaderboard and a fun spectator experience. Mostly, I want to keep improving as I learn and make each update cleaner than the last.




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