Inspiration

Passthrough? Check✅ Hand Tracking? Check✅ Casual gaming fun? Check✅

Inspired by the visceral satisfaction of classic arcade games, we envisioned X-Slap - a game where your hands become the controllers. We wanted a fun casual gaming experience with deep strategic opportunities and unique playthroughs each time.

What it does

X-Slap transforms players into the last line of defense against waves of candy-craving monsters using nothing but their hands. Players wield virtual paddles tracked to each hand, launching and deflecting balls to stop the invasion.

Our gesture system elevates the gameplay: basic slap mode hits standard balls, but when enemies drop special attack orbs, specific gestures unlock their power. Make a fist then punch the red orbs to trigger mini bomb clusters. Point your index finger then poke the yellow orbs to shoot finger lasers. 30 unique power-ups, procedurally generated enemy waves, and griping moments where the game seems lost and one loot drop turns it all around, every session offers a fresh challenge.

How we built it

We developed X-Slap using Unreal Engine 5.6 (Oculus-VR fork). The game is built in C++ for maximum performance, ensuring consistent 60+ FPS on Quest 3/3S hardware. We implemented:

  • Advanced gesture recognition using Meta's Interaction SDK
  • Passthrough rendering pipeline for seamless mixed reality
  • Procedural wave generation algorithm ensuring no two playthroughs are identical

Challenges we ran into

Getting it to run smoothly with all the effects, enemies, and interactions was a hurdle. We wanted to pack lots of features into our game, which meant extensive bug squashing and constant tweaks. Game balancing remains an ongoing challenge - it takes skill, strategy and luck to beat the game!

Accomplishments that we're proud of

It's genuinely fun to play! The gesture-based system, thanks to the incredibly accurate hand tracking, is truly satisfying.

We achieved consistent 60+ FPS with 50+ on-screen enemies, multiple balls, and particle effects on mobile hardware, demonstrating our technical optimization. Most importantly, we've created an instantly accessible game that anyone can play within seconds of putting on a headset - no tutorial needed (though we included one anyway!).

What we learned

We learned that mixed reality's greatest strength is its intuitiveness and how physical gestures create deeper player engagement - players quickly figure out how to aim and develop their own techniques.

The Meta Horizon OS ecosystem has matured, providing developers with complete toolsets and incredible community support through programs like Start. Figuring out the tooling and dev pipeline was a breeze – the Oculus-VR Fork of Unreal Engine and Meta plugins, along with the supporting docs, are extremely comprehensive and easy to navigate.

What's next for X-Slap

Post-competition, we plan to expand X-Slap with:

  • Environmental interactions: Incorporate more of your room space as gameplay elements
  • Community challenges: Weekly procedural seeds with global leaderboards
  • Accessibility modes: One-handed mode, color-blindness options, and customizable gesture sensitivity

Our goal is to establish X-Slap as the definitive showcase for mixed reality's potential - proving that the best gaming experiences are the ones that enhance, not replace, your actual space.

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