Inspiration
I wanted to create a mixed-reality game that uses hand tracking to deliver a pure arcade feeling and immediate fun.
The project draws inspiration from the modern bullet heaven genre, as well as classic arcade titles like Twinkle Star Sprites, Kuru Kuru Kururin, and Super Monkey Ball.
What It Does
One Bullet Hell is a mixed-reality arcade game where you fend off waves of demons using nothing but your hands and a magical orb.
How We Built It
-The game was built using Unity and Meta SDK.
-Hands interactions, collisions, and gesture systems were written from scratch.
Challenges We Ran Into
The biggest challenge was time. I had to carefully manage scope to deliver something polished within just a few available weekends, quite a few compromises were made on the art direction, as I didn't had much time to produce assets. I also had to make sure to keep performance stable with a large amount of enemies on screen.
Accomplishments We're Proud Of
Hand–orb physical interactions: Every finger joint collides independently with the orb, creating a very tactile feeling. However, after finishing this demo I figured that the system should be improved later to allow players to pinch or hold the orb between two fingers, and give more overall freedom.
Simple but effective gesture system: Players can interact with the character using natural gestures. It feels new, intuitive, and surprisingly expressive.
Optimization : The game can display around 100 enemies at once without noticeable frame drop. I built several internal tools to help batch enemy rendering while keeping some animations, I think it could be extended to show even more enemies in at once !
What We Learned
-A deeper understanding of MR design, especially how players expect to interact when they see their real hands in the game.
-How to build good hand-tracking interactions with physics objects.
-How to create Quest-optimized shaders and effects that still look good without costing too much performance.
What's Next for One Bullet Hell
This prototype is just the foundation. I’d like to expand it into a full game:
-Add multiple temples, each with unique layouts and different deities to assist the player.
-Create more enemy types with distinct movement and attack patterns.
-Add orb upgrades, and special attack that the player can trigger with the different gods
-Introduce boss fights with weak-spot mechanics.
-Expand narrative and player-character interaction using gesture based communication.




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