Microcosm
View ProjectA 2D roguelike built with Pygame and OpenGL where each run escalates through denser enemy waves, tighter resource windows, and sharper decision-making. I designed the combat loop around responsive controls, readable telegraphs, and clear hit feedback so difficulty feels demanding but fair. Under the hood, I focused heavily on performance, keeping frame pacing stable during high-entity fights through aggressive update filtering and optimized collision checks.
- Procedural encounters and adaptive enemy AI with scaling based on progression, run duration, and player performance.
- Frame-precise combat systems including invulnerability windows, telegraphed attacks, and tight collision handling.
- Math-heavy optimization work using vectorized movement, aggressive state pruning, and low-overhead collision filtering.