NetLogo Royale
GitHub →A playable recreation of Clash Royale built entirely as an agent-based model in NetLogo, made with Khin Aung as the final project for Intro to Computer Science (Mr. Platek, Spring 2022).

Troops are NetLogo turtles that path toward the nearest structure using SlimeMold-style pheromone pathing, then lock onto and attack any opposing troop that comes within range, switching back to structure-targeting once that troop dies. Everything from elixir regeneration to tower HP to deck rotation runs off the same turtle/patch update loop.
Features
- Drag-and-drop card placement, with the deck rotating as cards are played
- Elixir bar and counter, including 2x elixir under the 1-minute mark
- Pheromone-based troop pathing and targeting (structures by default, opposing troops when in range)
- Tower and structure HP tracking, crown count, and match timer
- Deck UI showing cooldown and elixir cost per card, with a distinct vector shape per troop
Known limitations
- Overtime rules for match progression were never implemented
- Extended troop placement range for broken towers was scoped out
- Troop stats (HP, damage, speed) are tuned by feel rather than balanced against the real game