What is Catstruction Demo?






This prototype is a 2D tile-based construction puzzle game that follows 2D platformers physics. The objective of the game is to make use of various Gadgets to destroy and repair Structures of buildings while maintaining their Cultural Values, control pollution during deconstruction, recycle materials collected, and upgrade Gadgets.
Project Details
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Background: Team of academic experts want a prototype themed around their research. Target audience is foundation year students and up.
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Objectives: A game prototype and relevant documentation by the end of the contract.
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Methodologies: Using Godot to develop the prototype. Regular monthly and weekly meetings for brainstorming.
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Duration: 9 months.
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Resources Available: Industry expertise in construction, robotics, 3D modelling and project management.
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Other Information: Other team members don't play games. They were preoccupied by other duties, spending between 1-3 hours per month on this project.
Design Pillars
... or in my case,
Design Hashiras.












Much liberty was taken in the translation of the team's input. Construction was the decided theme to center the game around due to the industry expertise among our team members.
The Plan
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The team demands a monthly meeting to decide on game design by committee.
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Several ideas were expected to be presented for deliberation.
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During December 2025, the new task of reading academic papers in preparation of a conference paper submission was added.
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A presentation of the prototype at said conference (22 June 2026) was subsequently added as a new milestone.
What was Done
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Several game ideas were presented over the first 5 months before it was decided to be a 2D tile-based construction-themed game.
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A weekly meeting with my supervisors were added as continuous guidance and quality control of the game development process.
The Challenges
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Differential in game knowledge created barriers to progress in the iterative and prototyping process.
- Having inaccurate assumptions / expectations that quality of input would improve upon reaching final months of contract.
- Weekly meetings were heavily informal with no minutes or records.
How were they Overcome?
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Taking charge by implementing ideas proactively.
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Setting specific, measurable and realistic milestones during final month.
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Negotiated for time and space to iterate and prototype, which led to inspiration of creating a Level Editor as a tool for future game designers.
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Making sure the rest of the team were aware of the topics discussed during weekly meetings and updates to milestones.



