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DISCLAIMER: This is the result of an internal five-day Game Jam @ Double Dash Studios!

Made in a week by a team of five, LabyrInk is our very first attempt at making a multiplayer game in Unreal Engine. In its current state, our game provides a very compact experience. Between working on a new engine, implementing multiplayer features, and making sure we finished with as little bugs as possible, LabyrInk's content is bite-sized.

We suggest you enjoy it with your friends for a good laugh! Now, about the game itself:

LabyrInk is a PvP Shooter Arena where the arena itself is invisible.

Customize your character's color to stand out in the chaotic mayhem; Paint the environment strategically to reveal hidden paths and gain an advantage over other players; Choose your playstyle: quickly ambush opponents or embrace stealth, covering your footprints and minimizing noise. Overload other Goblinks with your ink to make them explode in a spectacular display! Two game modes to choose from: Last Ink Standing and Deathmatch;

In the spirit of a Game Jam, there were also plenty of features that were cut for time. Among them are:

A Splatoon-inspired gamemode, where the goal is to paint as much of the map as possible; Team Deathmatch, where players team up under the same color; Ammunition and Powerups; An option for all gamemodes that would make players invisible as well as the labyrinth, forcing players to adopt a more 'hunting' approach; Multiple premade levels, rather than just one, including a circular labyrinth; Sudden Death for all gamemodes, where after a configurable timer, walls would disappear to speed things up; Shifting labyrinth walls; Much-needed improvements to net code - from client side prediction to server-side rewind; Persistent data related features, such as player level and match rewards that would typically be used to unlock cosmetics and such;

Join us on Discord and let us know if you'd like to see LabyrInk developed to its full potential!

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