Bathala
Led a thesis game project from the ground up. I managed the project, wrote the code, handled the branding, and designed the narrative for a rule-based dynamic difficulty system.
Personal / Thesis Project
Project Manager, Full-Stack Developer & Designer
The Problem
Most games use static difficulty curves that either frustrate new players or bore experienced ones. For my thesis, I wanted to build a transparent, rule-based Dynamic Difficulty Adjustment system that maintains player "flow" through measurable performance metrics — wrapped in a Filipino mythology-themed roguelike card game that actually teaches something about game design.
What I Built
Poker-inspired combat system
Draw 8 cards, form a 5-card poker hand to fuel Attack, Defend, and Special actions with escalating hand bonuses
Rule-based DDA engine
Player Performance Score (PPS) tracks health, hand quality, and combat duration to adjust enemy scaling, shop prices, and map generation in real-time
Deck-sculpting progression
Start with a full 52-card deck across 4 elemental suits (Apoy, Tubig, Lupa, Hangin); purify, attune, and infuse cards strategically
Action-based overworld
Grid-based navigation with day/night cycles advanced by player actions, not a clock; five-cycle countdown before the chapter boss awakens
Landás morality system
Choices (spare vs. slay) influence rewards and narrative events without affecting difficulty, keeping DDA measurements clean
Deep itemization
6 passive relic slots and 3 active potion slots with synergies; relics from elites, bosses, and treasure events
The Impact
Best Game Development — University of Makati CCIS Recognition 2026. Finalist, GDAP GameOn Awards 2025 (Professional Track). Thesis project demonstrating that transparent, rule-based DDA systems can maintain player flow through measurable performance metrics.