Quest For Coffee
Puzzle game made with A* and Dijkstra algorithm
In this game, two characters are on opposite sides of the grid. The player can place walls to alter sthe path of each character. Once the player finishes their preparation, they can launch the simulation, and both characters will search for the best pathfinding route to reach the coffee. After 3 rounds, the game is over, and the player wins if their score is positive.
This game is quite simple and easy to win, but it was a way to implement the A* and Dijkstra algorithms from scratch. I created the grid system as well as the pathfinding algorithms from the ground up.