Game Concept: A VR / Mobile Friendly Comedic, Spooky Social Hub, Friend Party Game

INSPIRATION

Train Dodgin’ was sparked by creative burnout and a passion for unique aesthetics, comedy, and accessible gameplay. Frustrated with a complex game project, I took a break and built a platformer to learn coding, which ignited new ideas. Influences include animation, comedy films, and the gritty subway scene from Spider-Man 3. The Meta Horizon Mobile Genre Showdown Competition inspired a luck-based, VR/mobile-friendly party game set in a vivid underground train station, reminiscent of Spin the Bottle’s simple social gathering location and simple party game. My love for quirky humor and light spooky narratives, like Goosebumps, shaped the world’s comedic gags (example: floating fish, stuck vending machines) and the spooky Train Goblin mystery. The vision was to create an inclusive, free-to-play virtual hangout where friends of all ages and abilities could laugh, connect, and enjoy a carefree experience, aligning with Meta Horizon’s commitment to safe, innovative, and community-driven spaces.

HOW I BUILT IT

Train Dodgin’ was developed within Meta Horizon’s ecosystem, leveraging code blocks and script learned from a Fiverr scripting mentor. I focused on creating a vivid, movie-like set design for the gritty underground train station, sketching a detailed environment with bent bars, custom lighting, and a mix of PNG images and 3D models. Key features include:

• Gameplay Mechanics: Players choose one of three tracks every 10 seconds to dodge or get hit by trains (Meta Horizon or grimy ones), earning 10 points per round. Points unlock train-themed wearables (100 points) or a crown (10,000 points) via a gumball machine.

• Interactive Elements: Comedic gags like a floating fish, a stuck vending machine, and toilet paper dodgeball reference, plus a fun spooky Easter egg where crossing caution tape teleports players to meet the spooky Train Goblins.

• Visual and Asset Design: Original 3D wearables (belts, bandanas, lanterns) were modeled by a Meta forums artist based on my photo references, avoiding AI or purchased assets. The station’s grimy-clean contrast and animated elements (fish, goblins) enhance immersion.

• Mobile Optimization: Simple left-or-right swipes or VR inputs ensure accessibility across mobile and VR platforms, aligning with Meta Horizon’s mobile-friendly focus.

The development prioritized a single, immersive location to ground players, with family-friendly content and a six-player cap to foster safe, intimate interactions. Intuitive swipes on touchscreens or basic VR inputs welcome players of all ages, physical abilities, and cognitive capacities, from kids to seniors. Players can decide on their own if they want to play a round amongst their friends on dodging the train or getting hit by the train.

CHALLENGES

Building Train Dodgin’ was not without hurdles. Creative burnout early in the process led to a significant break, disrupting momentum. A challenging 11-day visit from my father further delayed progress, requiring me to balance family responsibilities with development. Learning Meta Horizon’s coding system posed technical difficulties, as I was relatively new to its framework. In the final weeks, I had to redo significant portions of the work to meet the competition deadline. Crunching under time pressure while maintaining the game’s quality and vision tested my resilience, but taking breaks and staying persistent helped me overcome these obstacles.

ACCOMPLISHMENTS

I’m incredibly proud of Train Dodgin’’s achievements, which reflect both personal growth and alignment with Meta Horizon’s goals:

• Vivid Set Design: The detailed, cinematic train station with its grimy-clean contrast, custom lighting, and quirky gags matches my vision for a movie-like world.

• Universal Accessibility: The luck-based gameplay, simple left-or-right controls, and free-to-play model welcome players of all ages, abilities, and backgrounds, fostering inclusivity. It aligns with mobile gaming’s simplicity, offering a fun, low-effort experience for casual players.

• Originality: The blend of comedic gags, spooky storytelling, set design, and mobile-optimized mechanics creates a unique, high-quality world that stands out in Meta’s ecosystem.

• Community Focus: The six-player social hub encourages laughter and connection, creating a safe, family-friendly space for friends to hang out. Capping sessions at six players fosters a safe, intimate environment, minimizing disruptions and encouraging friendly interactions. Family-friendly content avoids intense themes, adhering to community standards.

• Personal Triumph: Completing the game despite burnout, time constraints, and technical challenges feels like a major victory, showcasing my ability to push through.

• Creative Showcase: The original 3D wearables and immersive environment demonstrate the potential for mobile-friendly, innovative worlds, hopefully inspiring other creators.

Most rewarding is crafting a peaceful, inclusive space where players can share joy and camaraderie, fulfilling my goal of a welcoming virtual hangout.

NEXT STEPS FOR TRAIN DODGIN’

To elevate Train Dodgin’ and keep it fresh, I plan to expand the world, enhance replayability, and maintain its accessible, safe, and original charm. Key initiatives include:

• New Playable Area: Unlock the “clean side” of the station (glimpsed for comedic contrast) as a new area, accessible via a milestone or a Golden Train Token that appears randomly every 10 minutes. This adds visual variety and includes a fancy waiting lounge with maybe new things for social interactions.

• Narrative Expansion: Deepen the Train Goblin mystery with clues on the clean side, offering a satisfying resolution to the spooky storyline.

• New Wearables: Introduce “fancy” train-themed wearables (collectible Train trading cards) exclusive to the clean side, purchasable with points to enhance customization and incentivize exploration.

• Gameplay Twist: Add a “Jump-Over-Train” perk, purchasable with points, allowing players to jump over trains with a simple swipe-up or button press. This adds light strategy while preserving luck-based, accessible gameplay.

• Seasonal Events: Host events like a “Winter Express Festival” with temporary wearables (snowflake hats) or Halloween goblin challenges to keep the world dynamic and engaging. Change the train designs based on holidays and themes; including Wizard train, Halloween train, Christmas train, etc.

• Community Growth: Continue collaborating with Meta’s creator community to refine the world, share ideas, and inspire others to build accessible, innovative experiences.

• Updates and/or slight changes: Try out different train scenarios coming down the track, maybe 2 at one time randomly. Test out faster time intervals between trains instead of 10 seconds, I can try 2 seconds. I can’t wait for the competition to be completed so I can implement these ideas and see what works best so I can improve the game world.

These steps aim to strengthen Train Dodgin’ as a vibrant social hub, fostering community, creativity, and inclusivity within Meta Horizon’s mobile ecosystem.

I’m extremely proud of this world and grateful for the opportunity to push myself in executing an idea that was just sitting in my mind. Feels good to be an idea creator, I hope to expand in Meta’s community and work with more idea creators.

Cheers, Matthew Monelli

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