Inkblade is not a game about finding the right path.
It is a game about standing up and moving forward.

When I started working on Inkblade, the question of genre came up very early.
Many people expected a metroidvania — dark, atmospheric, focused on exploration and backtracking.

I deliberately chose a different direction.

And here is why.

Platformer vs Metroidvania — the difference in one idea

If we strip away genre labels and speak plainly, the difference is simple:

A metroidvania is a labyrinth.
A platformer is a path.

In a typical metroidvania, the player:

  • explores a single interconnected map
  • frequently backtracks
  • unlocks areas through new abilities
  • progresses by finding keys to closed doors

In a platformer, the player:

  • moves forward
  • overcomes levels one by one
  • learns through failure and repetition
  • feels rhythm, timing, and tension

Both genres are strong.
But they speak to the player about different things.

What defines a metroidvania (brief and honest)

Most metroidvania games share a clear set of traits:

  • a large interconnected world map
  • heavy backtracking
  • progression through ability-based gates
  • exploration prioritized over tempo
  • disorientation as part of the experience

Metroidvania is a genre about understanding the world.

Why Inkblade is not a metroidvania

Inkblade is not about the map.
It is about the moment.

I did not reject the metroidvania genre because it is bad.
I rejected it because it breaks the core message of Inkblade.

Inkblade is a story about:

  • fear in the here and now
  • falling and standing back up
  • choices that cannot be postponed

Backtracking weakens that tension.

Returning to safe zones, grinding upgrades “for later,”
optimizing routes —
all of this distances the player from the immediacy of the choice.

And for Inkblade, tension is essential.

Why Inkblade is a platformer

The platformer genre aligns naturally with Inkblade’s philosophy.

1. A level is an испытание, not a route

You are not searching for a workaround.
You move through the challenge.

2. Falling is part of the mechanic

In a platformer, falling is normal.
It is not failure — it is learning.

Inkblade is built around a simple loop:

attempt → fail → repeat → grow

3. Rhythm matters more than loot

Not what you collected —
but how you passed through.

Timing, pauses, jump precision, the weight of impact —
this is the language the game speaks.

4. Forward movement is a metaphor

In Inkblade, you cannot simply go back and erase decisions.
Each level is a step forward.

Sometimes uncertain.
Sometimes painful.
But forward.

Can a game be both a platformer and a metroidvania?

Technically — yes.
Philosophically — not always.

Inkblade consciously follows a pure platformer structure
because what matters here is not what you unlocked,
but who you became while moving forward.

Inkblade is a story-driven platformer

More precisely, Inkblade is a story-driven 2D platformer.

Here:

  • story is told through actions, not exposition
  • fear is expressed through mechanics
  • strength means control, not domination

The genre was chosen not for a label.
It was chosen for meaning.

Frequently Asked Questions (FAQ)

Is Inkblade a metroidvania?
No. Inkblade is a story-driven 2D platformer.

What is the difference between Inkblade and a metroidvania?
Inkblade avoids backtracking, a single labyrinth-style map, and ability-gated progression.

Why didn’t you make an open world or large interconnected map?
Because Inkblade is about forward movement and choice, not exploration for its own sake.

What games is Inkblade similar to?
Philosophically — to atmospheric narrative platformers where game feel and inner tension matter more than collection systems.

Instead of a conclusion

Metroidvania asks:
“Where can I go?”

Inkblade asks something else:
“Can I stand up and take the next step?”

That is why Inkblade is a platformer.