Merge Foxes @ Fox Flats
*Updated 3/29* Merge Foxes is a fast-paced, mobile-first Move & Merge game. Players combine matching foxes to level up, earn in-game currency, unlock new fox types, and progress through timed rounds that increase in difficulty. The game features: Custom scripted UI leaderboard XP + money progression system Unlockable foxes with unique merge conditions Round-based challenges with increasing difficulty Risk/reward mechanics (fire tiles, combo streak bonuses, disco events, etc.) Built-in pause + directions for new players This project was built to deepen my understanding of mobile UI systems and TypeScript scripting. I remixed a base world to study structure, then rebuilt and expanded it with my own scripts, systems, and progression mechanics. Currently testing balance, UI margins, and merge difficulty scaling before full release. Feedback is welcome! https://horizon.meta.com/world/889073964004774/?hwsh=265wjPXOaT179Views1like4CommentsDevLog #3 - 26th March 2026 - Onboarding Trailer
Hey! For those that don’t know me, my names Mitch and I make indie games on horizon worlds. This week I focused on the ‘first-time-user-experience’ of the world. From chatting with a mentor in the creator program, I learnt a huge tip for onboarding new players: The loading screen! Horizon Worlds lets you upload a custom video to play while your world loads. Since players will have to stare at that for 20-30 seconds while your world loads, that absolutely counts as the 1st 30 seconds they experience of your game. So like how YouTube video creators need to over index their efforts on the 1st 30 seconds of their content (especially the 1st 3-5 seconds), this should apply to this loading trailer for the world. Imagine losing players before the world has even loaded… So this week my efforts were mostly outside the game editor, and instead working in vector graphic and video editing software, creating overlay tiles to appear on top of my existing trailer. I introduced 3 onboarding tiles that illustrate the gameplay loops, reduced down to be as simple and understandable as possible. Gameloop 1 (Every 1-10 seconds) Collect trash Gameloop 2 (Every 10-30 seconds) Collect ducks Gameloop 3 (Every 1-5 minutes) Claim pets with perk upgrades to reach distant zones The bonus benefit of having to refine clarity around the core gameloop system, is that it helped me think about future balance changes. For example, I realise the trash collection and duck collection are currently on par in terms of loop timing + action. In a future update (likely next week) I plan to: Shorten the trash loop time, by increasing trash volume + default carry capacity, maybe reduce value of each; Increase the duck loop time, by having less ducks, 3 per tide level instead of current system of increasing per level; and Have the distant zone more visible as the tide goes down, to intrigue players to want to get further in the map, which requires pet duck upgrades. That's what I’ve been working on this week. Wbu?54Views1like1CommentWeek 49 as a full-time Horizon Worlds Creator
Hey fellow creators, thought this might be interesting to read... Honestly I was overwhelmed by the multi script feature set required to make a system like this work, but this week I finally pulled the trigger. This week I implemented collectible pet companions. What I actually Implemented: Pet duck system where the ducks can be equipped and sit on your shoulder Perk system where ducks have unique player ability enhancements Pet Duck Store UI and Duck Locker UI so you can choose what pet you want to take into the next round. Currency system, where progress in the game rewards you with exponentially greater cash out to spend on more powerful pet ducks. What I learnt: At this later stage in development, adding major features that touch other systems means a wider code base architecture review is needed each time. I found that decisions I made prior, before considering this latest feature, may need to be changed to allow the new feature. The importance of PRD docs as part of the AI assisted coding workflow. Introducing a system of task management in my cursor project allowed much easier onboarding of fresh agents as I continue to wrestle with context window management. Next weeks goals (Well, by this Fri): Some Polish / delayed scope of the pet duck system Daily Login Rewards Game Link: https://horizon.meta.com/world/10241323577005469 Anyone still reading, have you built any similar 'collectible pet' systems yourself?38Views2likes0CommentsSugar Run UPDATE!
4 courses! 🍭 Make Sugar Run Great Again! Shoot yourself through cannons, fly through doughnuts, and bop your friends with giant lollipops. Jump in and see if you can make the sweetest run! I learned Typescript 6 months ago and completely redid the scripting to ensure it was my own; I also added a new course and I have NPC’s that will be added next week! Come get your best time! Updates will be weekly moving forward! Link: https://horizon.meta.com/world/546538218258352/?locale=en_US119Views0likes5CommentsAtrium:Duels has been released !!!
No title yet, but I've been working on a simpl'ish FFA DM world for 2-8 players. It's not public yet, but as soon as I finish the first pass on the level, I will probably release it as beta version of the world. Here is a video recorded on Quest 3:
155Views1like4CommentsMy Creator Story: Maybe This Time I'll Finish
I've always been someone who starts things. Earlier this year, I tried Unity modding. I learned, I built, I got somewhere; but I couldn't close the gap between "in progress" and "done." It stayed unfinished, like so many projects before it. I've tried creating in Second Life, VRChat, Vroid, countless wrestling game character creators. But nothing stuck. Either the tools fought me, or it never felt like it was truly mine. Then in October, I started making clothing in Horizon Worlds. And something was different. I got addicted immediately. For the first time in a long time, I wasn't just starting something; I was finishing pieces. Designing them, releasing them, watching people actually wear what I made. Creating clothing made me want more. I wanted a place to sell from. So I'm building a store now ; but if I'm honest, it's becoming something bigger. The store is an excuse. What I'm really building is a world. Fiction and worldbuilding have always been my strengths, and I'm quietly weaving that into every corner of this project. The problem is: I'm doing this completely alone. I've always wanted to program, but my brain doesn't work well with code or math. I'm shy about meeting new people and even worse at maintaining relationships, so finding a partner or collaborator feels impossible right now. But I'm still going. I broke out my iPad and Apple Pencil and started drawing again. I'm learning scripting even though it doesn't come naturally. I'm making slow progress toward something I can't fully picture yet. I don't know what the finished version will look like. But for the first time in a while, I think I might actually close the door on something and call it complete. Maybe this time is different. https://www.facebook.com/BlackObsidianProtocol/81Views4likes2CommentsSNOWY TOWNLET needs play testers
Snowy Townlet - Winter Aurora Hey guys, I've just finished my world called Snowy Townlet - Winter Aurora I have tried to fit everything I can do, into this build, so I would love some feedback! It's just me, and not a team of people, and every single mesh you see there has been had made by myself in Blender and painted in Substance painter. Thanks, DesignerGirl_UK88Views2likes2CommentsGiant Robots + relaxing music
Hello! I'm a new Creator. I painstakingly assembled primitive shapes in the Desktop Editor to piece together my giant robot design. I can't wait for the updates and the new game engine so I can more easily import custom models from other software! I composed the music myself. It's intended to give a calm yet slightly eery vibe. I'm content with the result. The design which inspired the model in question is a giant robot guardian/sentry named BOKTIN. He is frightening in appearance, but very misunderstood. Because importing custom models is unfeasible (again, I'm really hoping the new engine solves this!) the vegetation, terrain, and textures were all generated. As soon as I get my hands on the more robust engine, I'll have a field day with custom models. Looking forward to it! <386Views1like3CommentsPlay With Fire - Remix World (Beginner friendly)
Hey! My name is Mitch and I've been creating on horizon worlds since spring this year. For the Remix competition I made 'Play With Fire' as a starter world for newbies to have the opportunity to poke around with a super basic setup. How to try out: Open the world page >> https://horizon.meta.com/world/10240724405186548, Click 'Remix' from the dropdown, The world will instantly appear at the top of the Desktop Editor homepage for you. If you have 2 mins, please take a look, and let me know what you think. Your feedback here would mean the world to me. Thanks! MoneyMitch26 ___ P.S. Anyone curious how I built it, here's a walkthrough tutorial: https://www.youtube.com/watch?v=9PL_KJymG0k42Views1like0CommentsLZR[X] | ARES - Remixable world
Hi all, I have made LZR[X] remixable. It's quite possibly a little messy atm, but I'd love to see what themes people can come up with and seek suggestions for improvement. Currently this arena is inspired by Tron and I am working on a variation using Brainrot which will hopefully be out soon, if people aren't already sick of that. If you fancy some high-octane battle arena or single player fun in a futuristic neon lit pinball infused ice-hockey pitch... with laser, then... PLAY HERE54Views3likes2Comments