


It has a total of 75 levels and 3 boss fights. The game is a bit short, I was able to finish it in only two days only playing a few hours each day. While I guess it’s sort of a sponge though I wish they had designed an actual character or at the very least given the white square some eyes and I’d be drawing INK fan art with all my favorite Splatoon characters. Your character is just a white square which is the worst decision as it does feel a bit plain and lacking any sort of trait to build any sort of like towards the thing you control. The colors are all bright and neon which would be welcome in any rain and they give a nice contrast to the completely black background. The visuals of the game are rather basic but they just work very well as you are in this dark room and only after walking on or inking the platforms are you able to finally see them.

Would this be a game that Pearl and Marina would play? Even though it came out on other platforms including steam before the switch, it does feel like it would be able to call the Switch a home, especially with how well indie games sell there. Called the first ever splatformer since the levels are invisible and you have to spat colored paint so you can see it. Upon reading a little about it, it seemed like a game that I would enjoy. or Sonic the Hedgehog.When you think about a game of about ink on a Nintendo platform you likely think of Splatoon and that was the first think I thought of when I heard about this game called INK for the Nintendo Switch. It also feels like I have to work AGAINST controls to avoid hazards rather than WITH them, which might be able to be remedied by leaning harder into the aspect of momentum like in Super Mario Bros. In conclusion, I think the idea of having to paint the area manually to see where is solid is unique, but I don't know if it can be taken advantage of well by the level design I certainly know that this demo doesn't take much advantage of it. I also wish that there was more real-estate on the screen akin to Super Meat Boy, since you can very clearly see what is around you, but here I find myself having to jump off of a safe spot and double jump back to see if there was solid ground. In addition, I find the incorporation of a penis in its visual design confusing. When I am trying to slip past its attacks, it feels like my movement is delayed, and it just doesn't feel good to move. The end boss I think demonstrates my thoughts on the controls well. As it stands, I don't really like this middle-ground which is just awkward to control. I would say either lean into the momentum aspect and take inspiration from Mario where controlling your momentum is the name of the game, or lean away from it toward much tighter controls like Mega Man where you can start and stop on a dime, even in the air. I don't like the controls much, and I don't mean keybinding, I mean that there is a sense of sluggishness with how long it takes to accelerate/decelerate. Very unique idea, but I'm not sure just how much potential the color splashes have as a game mechanic.
