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Designing an AI for this game was very much a mentality shifting challenge for me. I almost scrapped the feature entirely, before I came to a crucial realization: a ‘smarter’ AI isn’t always better for the game.

My original plans included systems to determine how long it would take the AI to hit certain objects and adjust accordingly, which while possible would have taken more effort than it was worth.

What I ended up doing was trading intelligence for aggression: The AI switches between an approach mode and a combat mode based on proximity, but both of these have it constantly approaching the player. This allows it to play in a way more similar to how a human would, particularly a newer player who hasn’t quite got the hang of the controls.

You can download Momentous from

Programmer and Designer:

Avery Dibble


Marianna Messana