Inkline is a territory-painting race on one big sheet of paper. Run to draw your ink line, then close the shape, by reaching your own color or by crossing your own line, and everything inside becomes yours, including turf you steal from other painters.
The twist that makes it competitive: a finished claim CUTS every enemy line caught inside it. Closing first is both how you score and how you deny, you're always choosing between quick safe loops, one greedy sweep, or a spite-loop that snips someone's masterpiece mid-stroke. Lines merely crossing each other do nothing; only an enclosure cuts. Lose your line and you just start drawing again right where you are.
Play solo against AI painters or with a room full of friends on the same link, phones and desktops mix freely, and the whole game is one thumbstick. Ninety seconds on the clock; the ownership bar tells you who's winning the canvas.
How to play Inkline
GOAL, Own the most canvas when the 1:30 timer ends.
MOVE, WASD / arrow keys, or the stick on touch. That's every control in the game.
DRAW, Off your own color, you always leave an ink line behind you.
CLAIM, Close a shape and everything inside becomes your color:
• reach any of your own territory, or
• cross your own line (a lasso).
Claims take enemy territory too. A line that started from your own turf seals fully on return; a line restarted mid-field claims just its thin streak unless you close a real lasso.
CUT, When a claim commits, every enemy line caught INSIDE it is erased. Crossing a line does nothing, you have to enclose it. A rival with a long greedy line is one quick loop away from losing it all; if YOUR line gets cut, no drama, you start drawing again on the spot.
COMEBACK, Wiped off the map? You get a fresh pad of color where you stand a moment later.
STRATEGY, Small loops are safe drip-feed; big loops are how you swing the board. Watch for painters deep in enemy country: their long lines are worth cutting.