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.