Forest Temple Edition — Cooperative Puzzle Platformer
Every mechanic hand-coded in C++ using custom data structures — no game engine shortcuts.
Forest, cave, and ruins biomes. Each level built from a Binary Search Tree tilemap with gates, buttons, hazards, conveyor belts and teleport pads.
Control both players simultaneously. Stand on pressure plates to open gates for your partner. Both must reach their door to advance.
State snapshots taken every 500ms. Press U/R to rewind mistakes. Powered by a doubly-linked state history — the whole game is undoable.
Press H for a live pathfinding overlay. Dijkstra's algorithm computes the optimal gem-collection route for each character in real time.
Scores persisted to disk, QuickSort-ranked, binary-searched for player rank. Survives between sessions and rewards fast completions.
Qt QTimer ticks every 16ms. Physics, collision detection, event priority queue, gate logic and rendering all complete within a single frame budget.
Every data structure was implemented from scratch in src/DSA.cpp — no STL containers, no shortcuts. Eleven classic structures, each mapped to a real game mechanic.
Safe in lava. Dies in water and poison.
Safe in water. Dies in lava and poison.
Complete execution path — from main.cpp through the 60fps game loop to every possible outcome.