Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

INKSTAKILLView game page

Madness, speed, and cards
Submitted by Aethsys, SuperKrazyStudios — 1 day, 9 hours before the deadline
Add to collection

Play game

INKSTAKILL's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#713.3243.324
Fun/Gameplay#753.4413.441
Art/Graphics#933.6763.676
Overall#1043.3653.365
Originality#1263.5003.500
Theme#2212.8822.882

Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did your team create most/all of the graphics yourselves?
50/50.

Did your team create most of/all the audio yourselves?
50/50. Yes, for all the music. SFX: No

How did you incorporate the theme "UNSTABLE"?
In the game's core mechanic (shooting) and in the story.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 30 to 11 of 30 · Next page · Last page
Submitted

Hi! This game was a lot of unadulterated fun! It really challenged me during levels 1 and 3.

First off, the art style is awesome. The black-and-white contrast really makes your game stand out, and the enemy designs being pure white helps distinguish them from the background.

And holy moly, the music is genuinely SO GOOD; every level having its own track really helped to vary them. That final boss song is so fire it's insane.

A few nitpicks I have: I noticed that you can exhaust your zoom, but the recharge bar for whether you've been exhausted or not looks the same. I'd maybe try putting a red tint on the stamina wheel if you can't zoom in while its recharging or something!

I think this game would have definitely benefited from an FOV slider. I felt a lot of the time that I had tunnel vision, and was running into things I wasn't reacting to.

For the pumpkin enemy, I felt that their card wasn't as useful in combat. During level 3, if I ever had one in my hand, I found myself using it just to get rid of it. I don't think what it does is bad, though. I think there just needs to be something else to help it not be a primarily platforming item. Like maybe you can dash through enemies to kill them? Or maybe it has some healing functionality?

Also, the final boss IS cheese-able. If you enter the hitbox to trigger the health bar and then go back to where you initially spawned, no enemies will spawn and the boss' projectiles don't actually aim directly at you, so you don't have to worry about them if you stand still. I think the simple fix is to just lock the player in the arena, or even remove the ground behind you once you enter it.

Btw, that boss is so sick! Seeing that model hanging in the sky is so intimidating. And their projectiles that rain down on you that you have to shoot were so freaky; I felt like I was playing a final boss in Call of Duty Zombies! 

The 2nd and 3rd levels felt vastly different from the 1st; the first level introduces a mechanic like wall jumping, and it doesn't pop up again. I think having some verticality in the last 2 levels would have helped keep the consistency of it being a platforming shooter game.

Regardless, I really enjoyed my time with this entry. Great stuff!

Submitted

It had a really cool vibe! I like the art and music. It made a for unique shooter experience. Nice job!

Submitted

Hi! I am coming from the rate-for-rate so I am here to give feedback. Firstly, I had fun with the game (I did beat it) and it felt satisfying to kill enemies and use cards. I will say, I think the tutorial was honestly harder than the bossfight at the end (although I may have just been bad at platforming lol). One thing that frustrated me during the levels was when occasionally the enemies spawned on me and took away a heart, but it is a minor thing and wasn't a very big deal. Also sometimes an enemy would come out of nowhere without me knowing and damage me, and I think what could help with enemies creeping up on you is just to give them some SFX when they're close (or just ambient grunts and what not). But I did like the enemy balancing otherwise, it felt fair and they were very satisfying to shoot lol. For the tutorial, since I mentioned struggling with it a bit, I would just suggest adding checkpoints in it so that you don't lose your progress in it, and just a checkpoint for each mechanic shown would be awesome. The sensitivity felt a bit strange with its smoothness, so all I would suggest is just a toggle/slider to adjust smoothness. Otherwise, I liked the graphics, the pixel aesthetics looked nice, the music was great and very fitting, and the game ran perfectly on my PC, so great job with all of that! I especially liked the boss character, peak character design. Nice job!

Submitted

Holy boss man! That ending was crazy, I liked it! The game has a rapid pace and challenging mechanics. It is incredibly well made for something created in the jam time frame. the enemies could have a self-knockback after attacking, but it's not something that really bothered me. Cool game, and I would play it again if it had more content.
Good job!

Submitted

Very stylish and fun game!

Developer

thank you!

Submitted

Very stylish and polished jam entry! Great atmosphere and core mechanics. The movement mechanics were a bit difficult for me but I rarely play FPS or 3D platforming games. Well done!

Developer

Thanks! The first level is actually a bit difficult, so it's not your fault, haha. Thanks for playing!

Submitted (1 edit)

Came to play to this after watching the stream. I found the platforming to be a bit challenging at first but the style and fun of making things go BOOM was able to win me over in the end. Neat mechanic, great UI, and some very delicious visuals.

Developer(+1)

thank you so much!

Submitted (1 edit)

This is peak. This is my favorite game for the event. I'am a fan of old-school shooting games and that's what I called a potential. It's mixed neon white and ultrakill, The gameplay is soo smooth, graphics is very compatible(besides caterpillar, I didn't know what was the thing I can talk of but Now I can see it in the games pictures), the audio is just perfect (reminded me doom eternal) and last but not least It's so well with the theme. (and how to fridge did you optimized this game for web?)

Developer(+1)

Thank you so much! It really makes me happy that you liked it!

Submitted

I absolutely LOVE the UI. The tutorial is so well made. Cool concept with the shoot and cards. I found it frustrating though that on every fail you have to go through the tutorial again. I think the difficulty level from the tutorial to the platforming was too steep. The explosion to jump but making sure you are on another card or killed an enemy wasn't intuitive to me at first. But it looks great and runs very smooth. Music 5/5. 

Developer

Thank you very much; there are many things to improve, but I'm happy you liked the concept! 

Submitted

Solid entry! The platforming was a bit difficult but the concept was really cool!

Developer(+1)

Thanks! Yeah, a lot of people mentioned the difficulty of the platforming

Submitted

It was more of a timing issue for me I believe. Especially trying to do the explosion jump to double jump to get to wall run. Would have been cool to be eased into each element like the wall run was a simple jump up to it so it wasn't a string of tough actions back to back. But I liked it, especially the visuals!

Submitted

I found it quite fun. Feels weird that you can't really shoot the gun without trying to use the scope first. Would've liked it if I could shoot regardless. The card mechanic with the fire is cool and I like how you integrated it with the movement. 

Developer

Thank you so much! I implemented the "unstable" theme in the shooting mechanic; right at the start, there's a text explaining that if you don't aim, you only have a 10% hit chance because the weapon is unstable.

Submitted

oh wow this is quite good, the music is nice the art style is good the player controller feel is superb the boom go up is satisfying goodjob on all fronts!! could have used some basic polish, vfx, screenshakes, more cards, uniquer enemies, etc but it’s a jam!!! also I would have loved to hold shooting instead of having to keep clicking. GOODJOB!! great entry one of my favs

Developer (2 edits)

Thank you very much! I will definitely take the feedback into.

Submitted (1 edit)

Honestly amazing! I had a lot of fun playing and I loved the mix of retro graphics and pixel art. Giving it more time, this can definitely become something much bigger since the mix of FPS and Deck building is a fairly unique niche of gaming. Please also have a look at my game and Good Luck!

Developer(+1)

Thanks a lot! I’m actually planning to continue with this idea—probably not involving parkour (or at least not much of it)—but I really like the general concept as a first project to pursue.

Submitted

really fun game , i LOVE card jumping  stuff . 10/10

Developer

Thaaanks a lot for playing it!

Submitted

The gameplay is really fun and solid throughout, the visuals are striking and cool, and the card mechanic is awesome. I think the only thing that could have been improved is the enemy spawning; right when you get the dash card, so many of them show up, and they fl, —so that part was really hard for me xd

But it was a really fun game.

Developer

Thanks a lot. I know I need to really improve the design based on all the feedback, but I'm glad people like the general mechanics—and that I managed to make something functional, at least.

Submitted

I really liked the game. Definitely one of my top 5. But I'm sorry, I couldn't stand it and didn't pass the first level, if you say that the second and third are better, make it possible not to play the first level. The idea with the cards is just fire. Animations, yes, everything was cool here, well done, I really liked it. I also liked the time dilation when you shoot in flight. But I don't understand why I can only shoot with a scope. Overall, it’s a great game, I wish you good luck in the future!

Also, please play my game)

Developer

Hi! I implemented the "unstable" theme in the shooting mechanic; right at the start, there's a text explaining that if you don't aim, you only have a 10% hit chance because the weapon is unstable lol. I'm about to go try yours out—thanks for playing!

Submitted

Oh, that’s right. I completely forgot about that. Then, great, sorry for the misunderstanding.

Developer

Don't worry, it's easy to skip that part

Submitted

Hola! La estética del juego esta muy chévere. Yo no soy muy buena en shooters pero me recordó un poco a Neon White. No supe realmente hacia donde andaba disparando :P

Exitos en la Jam!

Developer

Entiendo, gracias por probarlo. Y si, justamente hice el nivel 1 muy complicado jajajaja, El punto del juego es siempre apuntar con clic derecho. Tal vez por eso? 

Submitted

use  a ground check the charter is flying 

Submitted

Looks like the son of Pi for Hire, and Ultrakill, great game!

Developer

ULTRAKILL was my inspiration; I didn't know about Mouse Pi until it was mentioned in a previous comment. Thank you very much for playing it!

Submitted

An interesting use of cards in a shooter, good job!

Developer

thank you!

Viewing comments 30 to 11 of 30 · Next page · Last page