Ink Path

Ink Path is a 48h game made for the 2025 Global Game Jam. This Game Jam had the theme “Bubble”.

My group and I interpreted this theme as a comic book bubble. During the game, the player will have to erase ink stains while navigating between comic strip boxes by using text bubbles. Each bubble is identified by an onomatopoeia, and they all have a different effect.

This small project was made with 6 people :

Modeling : Tom Sieg Letessier, Paul Barry, Eliott Clercq, Viktor Lascoumes
Shading/Texturing : Evelyne Badami, Paul Barry, Eliott Clercq
Development : Me
UI/UX : Viktor Lascoumes, Me
Animation : Evelyne Badami, Viktor Lascoumes

Link to the game : Ink Path

During this project, my mission was to create the gameplay, I also worked on the UI, the save system as well as the set dressing.

Bubbles :

In the game, each bubble has a different effect, but they have a thing in common, which is their trigger event.

There are two main trigger events, the overlap one and the hit one. The trigger of these events is coded in an empty parent class and each bubble is a child of this class and overrides the trigger it needs.

Below are the examples of two bubbles, the “BOING” and the “POO” :

The “BOING” bubble is quite simple. When the player hits the trigger box, he will be launched in a direction chosen by the level designer, with a force determined by an exposed parameter.

This setup creates a bouncing effect that allows the player to reach places he wouldn’t normally be able to access.

The “POO” bubble is a bit more complex. This bubble handles the transition between the different boxes of the comic, from moving the player to a new location to dealing with the camera transition.

This bubble uses the overlap event. When the player triggers it, all inputs are deactivated. The velocity is saved for later, and then the camera transition begins. At the end of the camera transition, the player reappears at a new location, and the inputs are reactivated. After that, the velocity is set to the value saved earlier, this allow the player to keep the momentum it had before the transition.