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Mists of Krakovia

Third-person action RPG prototype focused on class identity and responsive combat. Built in Unreal Engine (Blueprints-only for gameplay) with online multiplayer support (EOS lobby / listen server).

Gameplay Showcase

Created for the MMORPG Game Jam organized by ProfessorLih, to sharpen my Unreal workflow while applying combat design fundamentals.

Videos wiith ProfessorLih playing the game

Quick Facts

Duration

30-day Game Jam

Result

2nd Place

Focus

Combat-first prototype

Engine

Unreal Engine 5.6

My Role

  • Combat Design

  • Gameplay Implementation (Blueprints)

  • Gameplay Replication

Scope

  • 2 playable classes (Warrior, Mage)

  • Unique dodge + basic attacks per class

  • 3 enemy types + 1 boss

  • Online multiplayer (EOS)​

Project Goals

  • Improve my Unreal workflow by building a complete third-person action combat prototype in Blueprints.

  • Apply my combat design experience to craft responsive, readable action combat with strong player feedback and satisfying moment-to-moment play.

  • Implement online multiplayer (EOS lobby / listen server) to validate combat systems in a networked setting and exercise multiplayer gameplay development.

Combat Intent

  • Responsiveness: fast input-to-feedback with clear recovery rules.

  • Readability: clean telegraphs + strong hit/impact feedback.

  • Decision-making: timing and spacing create risk/reward and punish windows.

Playable Classes

Warrior Overview

A close-range bruiser built around commitment and payoff. Strong hit feedback and clear timing reward spacing and clean combos.

Actions and Skills

Basic Attack

4-hit greatsword combo with wide cleaves

Dodge Roll

Reposition

Directional roll to reposition and reset

Skill 1: Whirlwind

AoE

Spin briefly, repeatedly hitting nearby targets.

Skill 2: Leap

Engage

Leap to a targeted position

Skill 3: Berserk Rage

Burst Buff

Increased damage and attack speed

Skill 4: Wave Slash

Ranged Cleave

Launch a piercing water wave straight ahead

Multiplayer

​Built and tested as a fully playable co-op experience

Join Flow

Players host/join via EOS lobby and start playing quickly.

Fully Synced Gameplay

Combat, enemies, and world state replicate consistently across clients.

Co-op Readability

Co-op fights stay readable with synced VFX timing and hit feedback.

Multiplayer Showcase

This video is from ProfessorLih, a youtuber who organized the jam and played all the games

Enemies & Boss

  • AI behaviors were built with Behavior Trees.

  • Enemies are supporting content for the jam loop and remain unpolished.

Enemy Roster

  • Archer: ranged pressure that forces movement and spacing

  • Warrior: melee threat focused on close-range pressure

  • Spider: swarm enemy to disrupt positioning

Boss: Lich

  • Phased fight: adds attacks to the rotation as health drops      (I turn it off to make the video)​

  • Telegraphed attacks: clear tells with dodge / punish windows

Team

João Ramos (Me)

  • Combat Design

  • Gameplay Implementation and replication

Stefano Zanchetta

Engineer - Multiplayer (EOS / Replication)

Marlon Kroth

Audio Designer

Marketplace assets (show list)

  • LinkedIn
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