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Getting things ready for you...

Quasicombo

A 2.5D beat-’em-up where the path you choose becomes a quantum braid that changes the boss fight.
I developed Quasicombo as a short Unreal Engine action game for Global Quantum Game Jam 2026. Combat and combos carry the player through branching routes; the order of those crossings forms a quantum braid. My Quantum API evaluates that braid and feeds its result back into the boss encounter, tying an abstract quantum operation to a choice the player can see. The project also became a Moth Hack submission, using Moth’s Blur engine for processed versions of Yoshi’s piano music. Alongside the quantum integration, I worked on the combat systems, boss evolution, QTEs, menus, customization, and playable Windows build. Narrative, graphics, music, sound, and quantum consultation came from the collaborators credited below.

Skills Used:

Get Quasicombo on itch.ioView source on GitHubDownload the Windows releaseView the Quantum Game Jam entryView the Moth Hack entry

Let the music follow the route

Submitted to Moth Hack’s Intermediate 2: Quantum game challenge.
The routes during blockout.
I prepared route-dependent versions of Yoshi’s piano music using the quantum jazz effect from Moth’s Blur engine. The music controller changes tracks with route and encounter state, carries playback position across route changes, and ducks music for QTEs. Exploration ambience continues independently.

Make the route part of the mechanic

The player's braid choices are visualized in the HUD.
Three routes act as braid strands. Choosing a crossing records an ordered operation, so taking the same crossings in a different order can change the evaluated state. Ordinary combat stays immediate: clear enemies, build a combo, and reach the next junction. The visible braid HUD connects those route choices to the eventual readout.

Bring the quantum result into the boss fight

The player robot facing the evolved boss in the jungle arena.
At encounter readout points, the Unreal integration sends the braid history to my Quantum API. The evaluated state contributes to the boss setup and QTE behavior, while a time-evolution operation supports changes during combat. A local fallback keeps a service interruption from stopping the game. Player execution still determines the payoff of a QTE.

Make the prototype approachable

The Quasicombo main menu.
Menus explain the controls and provide settings, restart, and quit behavior. The customization screen lets players change the robot’s body and light colors.

A collaborative game-jam project

Global Quantum Game Jam 2026 and Moth Hack, September 2026.
  • •
    Game development: David “Mr. DJ” Grimsley
  • •
    Narrative design and graphics: Toka Abdelaziz (Taika Iltiqat)
  • •
    Background music: Yoshi
  • •
    Sound effects: s1gnal
  • •
    Quantum computing consultation: Maja
While I did all of the programming and in-engine work myself, it was a pleasure collaborating with this team. The music and sound effects fit very well and the narrative provided the glue to make the assets work together. The assets from Fab were easy to integrate to make a professional-looking game without a full team of 3D artists.

Related Projects:

Explore my Quantum API and its engine integrations →