<< BACK TO PORTFOLIO ★ 7TH PLACE — 49TH GM(48) GAME JAM

CAT-TASTIC

2026  |  TEAM LEAD / DESIGNER / DEVELOPER  |  GAMEMAKER  |  48-HOUR JAM  |  STUDIO REBORNE

Couch co-op bullet-hell x rhythm, made in 48 hours. One cat can see. One man cannot.

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// OVERVIEW

Two-player couch co-op. One cat can see. One man cannot. A bullet-hell x rhythm game made in 48 hours for the "Total Darkness" themed gm(48). Cat detective Mr. Dubois and his cat Coco fall into a realm of sentient birds, one player dodging bullet-hell attacks while the other plays a rhythm game to fire spells.

Team of 3 — design & development: Corvin Erdos · art: Tango · music: Crispy

// KEY_RESPONSIBILITIES

TEAM LEAD & GDD

Headed a 3-person team through a 48-hour jam, authoring the GDD and designing the game's systems.

COMBAT BALANCE & GAME FEEL

Balanced the bullet-hell combat and tuned gameplay feel for two players sharing one screen.

RHYTHM TUNING & DIALOGUE

Tuned the rhythm mechanic that powers the second player's spells, and worked on the game's dialogue.

// DESIGN_SPOTLIGHT

ONE CAT CAN SEE. ONE MAN CANNOT.

I admire the recently lost art of couch co-op games, so for the "Total Darkness" theme, the game is split across two players. Player 1 dodges bullet-hell attacks with WASD and Space, while Player 2 plays a rhythm game on the arrow keys to shoot spells — two genres running on one screen at once. It can be played solo, but it's significantly harder.

I've also wanted to try my hand at a multi-genre game. Balancing the rhythm gameplay and bullet-hell took a lot of work, and in the short 48 hours ended in a 'good-enough' state.

Cat-Tastic combat: a ring of red bullets around the boss while the rhythm prompts and combo counter run on the same screen Cat-Tastic combat: spells flying toward the boss as the combo counter climbs to 2

IF I HAD MORE TIME

I would have balanced the game better, specifically the bullet-hell portion. I spent the most time getting the rhythm game down instead of adding more interesting bullet patterns to the enemies and polishing the collisions. I would have also made the controls more clear, holding Ctrl outside of combat seemed to be confusing.

// SCREENSHOT_LOG