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Displaying 15 projects.

#Big O: Technical Debt

> Luis Victor V. Borbolla> Christian Joseph G. Hernia
2025-2026

Abstract

Big O: Technical Debt is a reverse-growth arcade game built in Godot 4. The player controls a bloated O(2^n) algorithm and must collect Clean Code Packets to shed complexity tiers and optimize toward O(1). Unlike typical arcade growth games, the player begins large, sluggish, and unresponsive — with high inertia and input lag — and grows smaller and faster as complexity is reduced. Speed, collider size, inertia, and input lag are all dynamically tied to the current Big O tier. Technical Debt enemies increase RAM usage and threaten to push the player back toward exponential complexity, while the Zombie Fork ability clears half of accumulated RAM at the cost of dropping a complexity tier.

#Feeding Frenzy Clone

> Julo A. Bretaña> Renz Rendel P. De Arroz> Rainier RJ S. Espinal
2025-2026

Abstract

This Feeding Frenzy clone is a survival-based underwater feeding game built in Godot 4. The player controls a fish navigating an ecosystem of various species and must eat smaller fish to sustain both a hunger meter and a health pool, as hunger depletes passively over time and health drains when hunger reaches zero. A dash ability allows the player to sprint toward the cursor at the cost of stamina. Predator enemies, including a Swordfish with chase behavior, pose a constant threat. A bomb fish species introduces area-of-effect explosion interactions with nearby entities. The game features a dynamic NPC ecosystem with multiple fish types, mouse-driven movement, and resource management as a survival constraint.

#Flappy Joyride

> Julo A. Bretaña> Renz Rendel P. De Arroz> Rainier RJ S. Espinal
2025-2026

Abstract

Flappy Joyride is a Flappy Bird clone built in Godot 4 that introduces ballistic hazards and dynamically oriented pipe obstacles. Pipes spawn with randomized gap positions and one of four orientations — Normal, Horizontal, Diagonal Left, and Diagonal Right — significantly altering the navigation geometry of each run. The game's primary mechanical addition is a Missile System: homing projectiles that spawn at a Y-position relative to the player's current location, travel faster than the environment scroll speed, and are preceded by a telegraphed warning indicator with animated sprite and audio. Difficulty scales automatically over time through increasing scroll speed and accelerating hazard spawn rates.

#Floppy Disk

> Kent Francis E. Genilo> Mark Leonel T. Misola
2025-2026

Abstract

Floppy Disk is a Flappy Bird-inspired 2D arcade game built in Godot 4 in which the player controls a winged floppy disc navigating a motherboard-styled level architecture. The game's mechanical twist replaces the standard game-over-on-wall-contact behavior with a wall-bounce: hitting a side wall reverses the disc's horizontal direction, keeping the run alive while fundamentally altering navigation strategy. Players must collect Bit Coins scattered throughout each section to unlock a gate and advance to the next stage of the system architecture, all while evading a pursuing virus enemy that triggers death on contact.

#Gull-Iver's Travels

> Adriel Neyro S. Caraig> Keith Ashly M. Domingo
2025-2026

Abstract

Gull-Iver's Travels is a Flappy Bird-inspired 2D arcade game built in Godot 4 in which the player controls Iver the Seagull on a journey across the open ocean. The game introduces stamina and weight as player statistics: each flap consumes stamina and increments weight, eating fish restores stamina, but overeating accumulates excessive weight that reduces flap power over time. Weight passively declines when not eating. Obstacles include jumping sharks, buoys, rocks, and boats, generated via object pooling. Environmental altitude hazards penalize extremes of altitude: flying too high risks predation by a larger bird, while diving too deep leads to drowning within a limited breath timer. Scoring is distance-based, with milestone titles awarded at set thresholds in place of medals.

#Horde Survival

> Julo A. Bretaña> Renz Rendel P. De Arroz> Rainier RJ S. Espinal
2025-2026

Abstract

Horde Survival is a 2D top-down action survival game built in Godot 4 in which the player faces endless waves of zombie variants — Normals, Brutes, and Specials — using an arsenal of weapons with distinct firing modes. Automatic weapons such as assault rifles, SMGs, and LMGs fire continuously while held, while pistols, shotguns, and snipers require deliberate individual shots. Advanced projectile mechanics include burst-fire loops, random bullet spread, critical hit chances with pre-calculated outcomes, and bullet penetration that allows rounds to pass through multiple enemies. All weapons share a base class that handles firing, reloading, burst timing, and projectile spawning, with individual weapons overriding stats in their initialization. Enemy behavior is governed by a CHASE, ATTACK, and DEAD state machine.

#Lustbound

> John Clyde C. Aparicio> Gabrielle M. Sumergido
2025-2026

Abstract

Lustbound is a 2D top-down survival game built in Godot 4, set in a cyberpunk city. The player controls a succubus who must use a charm aura to feed on NPCs in order to survive a starvation timer that drains health when feeding stops. NPCs operate on a multi-state AI with idle, wander, threat-detection, chase, attack, and husk states. The game features a leveling system with XP progression, multiple stage maps connected by access zones, and escalating danger as the player's level increases. The succubus's charm ability draws NPCs within an aura radius, enabling feeding through dedicated feed zones.

#Stubborn Defense

> Kent Francis E. Genilo> Mark Leonel T. Misola
2025-2026

Abstract

Stubborn Defense is a 2D space survival game built in Godot 4 combining a Brotato-style build loop with a tower-defense objective. The player pilots a lone ship, farms scrap dropped by enemies, assembles a weapon loadout of up to six floating weapon slots from a full-screen shop near a central planet, and defends that planet from escalating waves. The mechanical tension lies in balancing offensive scaling, close positioning near the planet to intercept threats, and the risk of venturing out for pickups. Features include tiered weapons with colored outlines and increasing stats, a random-stock shop with paid and auto-refresh options, weapon combining and selling, a level-up screen with stat upgrade choices, two enemy types (melee Fodder and ranged Shooter), floating damage text with critical hit effects, a minimap, and a bioluminescent shield system with delayed repair for the planet objective.

#The Big Crunch

> Kent Francis E. Genilo> Mark Leonel T. Misola
2025-2026

Abstract

The Big Crunch is a top-down space action game built in Godot 4, inspired by Feeding Frenzy. The player pilots a small vessel across a large map featuring asteroid clusters, patrol sites, and planets, destroying asteroids to spawn scrap and magnetizing nearby scrap via a hold-to-collect mechanic to gain EXP and grow through four ship stages: Small, Medium, Large, and Massive. NPC ships exhibit autonomous task-based behavior across three roles — Errand ships that scavenge, mine, and transport; Assault ships that patrol fixed routes; and Battleships that hold station at patrol points. The game uses a SignalBus and TaskManager autoload pattern, supports web export via GitHub Pages, and targets Godot 4.6 in GL compatibility mode.

#The Midnight Munch

> Adriel Neyro S. Caraig> Keith Ashly M. Domingo
2025-2026

Abstract

The Midnight Munch is a LAN multiplayer deep-sea predator game built in Godot 4, inspired by Feeding Frenzy. Two to four players each control a fish in the midnight zone and compete to be the last one swimming, growing through ten levels across three visual tiers — Baby, Teen, and Adult. The game's mechanical twist is XP Attrition: successful bites from other fish drain the victim's XP and can cause de-leveling; a fish reduced to Level 0 with 0 XP is eliminated on the next bite from any source. Bioluminescence adds a visibility constraint, as each fish's light radius depletes over time and must be restored by consuming luminous Sea Angels. Features include a Boost system tied to an Energy reserve, spectator mode for eliminated players, a dynamic NPC ecosystem that scales to the surviving player count, and LAN auto-discovery via a shared session key.

#Unguilded

> Adriel Neyro S. Caraig> Keith Ashly M. Domingo
2025-2026

Abstract

Unguilded is a Vampire Survivors-style wave survival game built in Godot 4 with a party system in which the player manages a roster of up to three characters simultaneously. Each character has four manually activated skill slots — left tap, left hold, right tap, and right hold — each slot requiring deliberate input rather than automatic firing. Characters can be switched mid-combat, and skill slots are progressively unlocked through a progression component tied to character advancement. Enemies spawn in escalating waves, and all entity behavior is driven by a state chart library implementing hierarchical finite-state machines. The game uses a data-driven skill architecture with distinct command types for melee, area-of-effect, and hold-charge patterns.

#Vincent's Seeing Cats

> John Clyde C. Aparicio> Gabrielle M. Sumergido
2025-2026

Abstract

Vincent's Seeing Cats is a Vampire Survivors-style top-down survival game built in Godot 4, that introduces a light and darkness mechanic as its primary twist. The player navigates a dark forest arena and must stay near light sources to maintain visibility; the ECDarkness component governs each entity's exposure to shadow, altering awareness and survivability away from lit areas. Shade-type enemies navigate toward the player via a navigation-mesh-based spawn manager. The game features an entity-component architecture, a minimap, XP collection, and an upgrade selection screen that pauses the action upon leveling up.

#Wand and Waddle

> Luis Victor V. Borbolla> Christian Joseph G. Hernia
2025-2026

Abstract

Wand and Waddle is a 2D arcade flapper built in Godot 4 in which the player guides a wizard goose through moving pipe obstacles while collecting enchanted food rolls. The game's mechanical twist centers on a globally managed Arcane Charge meter ranging from 0 to 100. Charge increases from collectibles and depletes over time, and the current charge state — Depleted, Charging, Sweet Spot, Overcharged, or Mana Burn — modifies how the goose handles: high-charge states can introduce control drift or temporary input inversion, creating a risk/reward system around resource management. Reaching the flight threshold transitions the game between GROUNDED and FLYING phases.

#Wheelbound Warlock: Person With This Ability

> Luis Victor V. Borbolla> Christian Joseph G. Hernia
2025-2026

Abstract

Wheelbound Warlock is a Vampire Survivors-style top-down survival game built in Godot 4 that puts the player in control of a warlock on a slow wheelchair and requires them to manually trigger each spell via dedicated key bindings rather than relying on automatic weapon firing. This creates an action-oriented experience demanding active spell timing alongside enemy dodging and positioning. The game features seven distinct spell types — including Ice Spear, Tornado, Javelin, Lightning, Immolate, Hollow Purple, and Will O Wisps — multiple enemy variants of escalating difficulty, and a multi-phase boss with charge, teleport, and slam attacks. Object pooling, a data-driven weapon configuration system, and a signal-driven FSM govern game state and enemy behavior.

#Yuumi

> John Clyde C. Aparicio> Gabrielle M. Sumergido
2025-2026

Abstract

Yuumi is a 2D arcade dodger inspired by Flappy Bird, built in Godot 4. The player controls Yuumi, a cat champion from League of Legends, navigating a scrolling arena while avoiding projectiles cast by enemy champions such as Ashe, Blitzcrank, Caitlyn, Ezreal, Lux, and Soraka. Common projectiles deal damage and apply stun, while unique Lux laser obstacles cause instant death. Yuumi passively regenerates HP, earns coins proportional to distance traveled, and levels up over time — each level increasing her max HP while also escalating the frequency and variety of incoming hazards.