Inspiration
As fans of incremental games, we liked how "Plants vs Brainrot" evolved the "Steal a Brainrot" trend to be less focused on player competition. We tried to take another step in that direction to explore a theme that was not focused on combat but on starting a party.
What it does
In Mascot Rush, players manage their own mascot concerts in a music festival. Their goal is to purchase better mascots to attract wealthier clients. As the game progresses, players will receive new tasks to level up, giving them more seats and mascot slots to expand their concert with.
How we built it
As a 2 person team, we split tasks into art and programming. AI was used for complex assets, sounds and textures. Map assets were modeled by hand to get mobile-friendly geometry. Clients were completely handmade to add personal flavour and optimise the game.
Challenges we ran into
We learned about the competition in October, so time was very limited. We also ran into a lot of technical and usability issues with the engine.
Accomplishments that we're proud of
We are especially happy about the large number of mascots and clients we were able to fit into the game. The UI was also a challenging aspect of development that we believe payed off.
What we learned
This was our first time in Meta Horizons. Due to it being relatively recent, we could not rely as heavily on online resources. I think this made us push ourselves harder and become better at problem solving, research and experimentation.
What's next for Mascot Rush
We would like to expand on stage customisation, including prop placement and music track selection to help players express themselves and boost their ticket price.
Built With
- blender
- horizon-worlds
- krita
- typescript

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