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!