Crumple Quest

Crumple Quest

Fold your way through the epic world of Crumple Quest.

Master the art of folding reality itself to navigate treacherous dungeons, outsmart intelligent enemies, and conquer an epic boss battle.

Fall 2025 TAGD Best in Programming

Crumple Quest won the Fall 2025 TAGD Best in Programming Award, recognizing the technical achievement of implementing dynamic paper folding mechanics with real-time navigation mesh updates. Built with Basilisk Engine 2D, the game showcases advanced AI pathfinding and innovative gameplay mechanics.
Fall 2025 TAGD Best in Programming Award

Key Features

Paper Folding Mechanics

Master the unique ability to fold and unfold the game world, revealing new paths and creating strategic advantages in combat.

Intelligent Enemy AI

Face enemies that use advanced pathfinding with Earcut triangulation and A* navigation to hunt you through the dungeon.

Dynamic Navigation Mesh

Experience a world that adapts as you fold reality, with navigation meshes that update in real-time to match the paper geometry.

Epic Boss Battle

Test your skills against a challenging boss encounter designed to push your mastery to the limit.

Minimap System

Navigate the twisting dungeon with a custom-built minimap that helps you track your progress and plan your route.

Varied Enemy Behaviors

Each enemy type features unique attack patterns and movement behaviors, keeping combat fresh and challenging.

Technical Innovation

Crumple Quest's core innovation lies in its paper folding system. I created a custom algorithm that handles both folding and unfolding paper geometry while dynamically updating the navigation mesh in real-time. This allows the game world to transform as you play, creating new paths and strategic opportunities.

The enemy AI represents another significant technical achievement. Enemies use Earcut for scene triangulation, construct a navigation graph from the results, and employ A* pathfinding to intelligently pursue the player through the shifting dungeon. Each enemy type features unique attack patterns and movement behaviors, creating varied and engaging combat encounters.

Built with Basilisk Engine 2D in C++, I implemented the physics system, collision detection, player controller, level navigation, and minimap functionality. The boss battle serves as the ultimate test of all these systems working in harmony.

My Contributions

I was responsible for many of the core technical systems that bring the game to life:

  • Designed and implemented the paper folding/unfolding algorithm with dynamic navigation mesh updates
  • Developed the physics engine and collision detection system
  • Created the player controller and level navigation mechanics
  • Built the enemy AI using Earcut triangulation, graph construction, and A* pathfinding
  • Implemented unique enemy attack patterns and movement behaviors
  • Designed and programmed the boss battle encounter
  • Developed the minimap system for dungeon navigation