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
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Talking about the Game -> Video Link
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First time Playing -> Video Link
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Playing with all judges of the game jam -> Video Link
Quick Facts
Duration
30-day Game Jam
Result
2nd Place
Focus
Combat-first prototype
Engine
Unreal Engine 5.6
My Role
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Combat Design
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Gameplay Implementation (Blueprints)
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Gameplay Replication
Scope
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2 playable classes (Warrior, Mage)
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Unique dodge + basic attacks per class
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3 enemy types + 1 boss
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Online multiplayer (EOS)
Project Goals
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Improve my Unreal workflow by building a complete third-person action combat prototype in Blueprints.
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Apply my combat design experience to craft responsive, readable action combat with strong player feedback and satisfying moment-to-moment play.
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Implement online multiplayer (EOS lobby / listen server) to validate combat systems in a networked setting and exercise multiplayer gameplay development.
Combat Intent
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Responsiveness: fast input-to-feedback with clear recovery rules.
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Readability: clean telegraphs + strong hit/impact feedback.
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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
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AI behaviors were built with Behavior Trees.
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Enemies are supporting content for the jam loop and remain unpolished.
Enemy Roster
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Archer: ranged pressure that forces movement and spacing
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Warrior: melee threat focused on close-range pressure
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Spider: swarm enemy to disrupt positioning
Boss: Lich
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Phased fight: adds attacks to the rotation as health drops (I turn it off to make the video)
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Telegraphed attacks: clear tells with dodge / punish windows