A downloadable game

Context & Team

This project was developed as part of the Video Game Integration Project within the Master’s in Video Games (DDJV) at the University of Sherbrooke in Longueuil, Canada. Our team of six worked to deliver a functional prototype in just one week during a dedicated Game Jam.

We will be continuing to work on this project throughout the 2026 winter semester to create a fully functional and completed game.

Team Members

Concept

Castin' Cats is a 3rd-person multiplayer action-adventure game inspired by classic Zelda titles and the Split Fiction narrative style.

To graduate from the Academy of Meowgic, two cats embark on a journey through magical lands. To succeed, they must navigate ancient ruins, solve environmental puzzles, and eventually defeat the terrible Catruman of a Thousand Meowgics.

> Note on Visuals:  This prototype focuses on gameplay validation. We utilized Unreal Engine’s default mannequins to prioritize mechanic feel and network replication; the final release will feature feline protagonists.

Gameplay Mechanics & Synergy

The game is built for online co-op and emphasizes constant communication through complementary magic:

  • Basic Spell: A fire projectile used for both combat and environmental interaction.
  • Grab and Release spell: A core cooperative mechanic. Player A uses telekinesis to hold an object, while Player B targets and launches that same object.
  • Spyglass: A dedicated tool for scouting distant puzzle elements.

Combat & Boss Design

  • Minions: Small goblins designed to test basic movement and spell accuracy.


  • Boss Fight: A complex, two-phase encounter:
    • Phase 1: Focuses on dodging charged leaps and melee strikes.
    • Phase 2 (Separation): Players are split into different rooms. One player must manage color-coded bombs while the other faces the boss. Success requires the trapped player to pass the correct bombs (matching the vials on the boss's back) to their partner.

Level Design & Puzzles

Puzzles leverage the networked multiplayer aspect to force collaboration:

  • Coordination Gates: Timed levers and pressure plates requiring simultaneous input.
  • Mirrors: Players must bounce spells off mirrors to reach receptors.

Technical Stack

  • Engine: Unreal Engine 5
  • Scripting:  Blueprints
  • Networking: Fully replicated for online play
  • Prototyping: Rapid iteration using UE5’s built-in greyboxing and prototyping tools.

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