Dungeon Crawler
A turn-based Java grid game with pathfinding, collision resolution, and rule-based enemies. Game logic stays separate from state and rendering.

What it’s for
Each turn needs to account for movement, collisions, and enemy rules. Dungeon Crawler handles those decisions separately from drawing the board.
How I built it
The game is organized across 10+ Java classes using MVC and the Observer pattern. The logic handles pathfinding, collision resolution, and enemy behavior; state and rendering have their own responsibilities.
What it does
The result is a turn-based game with movement and enemy rules that don’t depend on the rendering code.
The interesting part
The architecture is the part to look at here: MVC separates the pieces, and the Observer pattern connects state changes to the view.
Initial D Racing Game
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