Inkjam Part 2: Adoption, Hellfire, and Generation Ships

Since I spoke with inkle’s cofounder Jon Ingold in July, the studio announced and completed their first game jam for the ink language they use in their games. They received more than 60 submissions, most of which you can play in a browser. In this second installment, I share my thoughts and impressions of some more of these games.

This is the second of my two-part coverage of inkle studios’ game jam.



Flying Robot’s entry can almost be called a kite-flying sim. The hand-drawn illustrations are also beautiful and evocative. I’d love to see this one fully realized into a game . . . and pay money for it.


Pug Story

I laughed out loud during this tiny, surreal game.



David Su and Dominique Star’s build-a-poem about the seasons has a lot of potential and I loved the evocative header art.


Parent Quest

Alex Riviello uses what I hope is personal experience to power an adoption narrative.



You try to remember details of a romantic weekend. There’s a language barrier at times but I really liked the spirit of this one.


Launch Day

Scott Horn uses a traditional IF puzzle to reveal a surprising family secret and vocation. I thought of Kim Stanley Robinson’s Aurora often while playing this one.


Fool’s Fate

This is one of the most fully realized entries in the jam, with charming pixel art (extremely my shit) and a cool, clever mechanic. I loved the use of a Reigns-like card-flipping aesthetic, and shoutout to PyxelEdit, which is $9 and super worth it.


The Hellfire Club

This traditional IF puzzle format takes some surprising twists and left me eager for more as I tried to find my way into an exclusive club. There are shades of Fallen London here.



Robin Todd’s layered interactive story reminds me of Cloud Atlas. I had a hard time following the ambitious structure, but I really liked the idea and where Robin is going with this.


It’s Sea Monsters All the Way Down

Ethan Thibault’s game follows a traditional IF puzzle structure set aboard a ship, like Capsule. As with that entry, I liked how Ethan took the time to customize how the game looks. It gives his time-running-out submarine narrative an easy visual identity as well.

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About Caroline Delbert

Caroline Delbert is a writer, book editor, grad student, researcher, and avid reader who lives in Chicago. She's also an enthusiast of just about everything.
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