For years, the inhabitants of the City of Colors got along, each color representing a particular trait and contributing a different skill to the creation of new color. The Reds are lizard-like, and embody courage and strength, the Greens are sort of a cross between a turtle and a rabbit, and embody curiosity and inventiveness, and the Blues are large, chubby bears, and embody wisdom and fortitude. The three colors have their own districts, while other inhabitants of the city are not aligned with any particular color and mostly inhabit the Market District.
Each district also has its own tower, in which dwells an adorable little spirit which is the very essence of the color's traits.
However, over time, the colors began to distrust one another and become more insular, eventually shutting out anyone who is not their color from their district. Reds turned to anger, Greens to fear, and Blues into sadness. The lack of cooperation is affecting color production, and thus it is very difficult for anyone to create anything new. The spirits are likewise affected by the changing attitudes of their followers, and are unable to work together anymore.
Koru begins the game by entering a footrace against his rival, a Red named Bolzo, but he soon meets a fourth spirit, Purple. Purple wants Koru's help to restore the order and cooperation of the city, but things don't quite go to plan. The Bleakness is unleashed on the city, an all-consuming whiteness which leaches the color from everything it touches, and now Koru and friends must try to stop it from destroying Tinkerworld.
This video game provides examples of the following tropes:
- 100% Completion: Each area has Floaty Brushes for Koru to collect, and they unlock various art galleries and alternate modes, such as Big Head Mode, Black and White Mode, and God Mode.
- Back Stab: Not exactly a stab, but when Koru paralyzes an enemy with the Blue power, he can One-Hit Kill them from behind.
- Boss Room: Lampshaded by Green when in the final boss's area.
- Color-Coded for Your Convenience: The three main color spirits and the traits they represent, and the stark white of The Bleakness.
- Earn Your Happy Ending: Koru saves Tinker World from the Bleakness, all the denizens learn to get along again, and The Purple Spirit even gets his own District.
- Emotion Bomb: The Green and Blue attacks inflict fear and paralyzing sadness on enemies respectively.
- Exposition Fairy: Tap is a cross between this and Voice for the Voiceless, providing a bit of tutorial assistance early on, and speaking for Koru throughout the game.
- Kraken and Leviathan: One of the few BossBattles in the game is against an absolutely massive tentacled sea creature created from the Bleakness.
- Mook Maker: Most new areas have gigantic monsters that spit out three waves of baddies to fight. Destroying them removes some of the Bleakness from the area.
- The Power of Friendship: Basically the Aesop of the game - working together and appreciating one another's differences is crucial to making a harmonious world.
- Ridiculously Cute Critter: Tap, the spirits, and the Greens all fit here. Seriously, this game has cuteness coming out of its ears.
- Sugar Apocalypse: Not quite as harsh as a lot of examples, but it's pretty terrifying when the Bleakness starts wreaking havoc on the bright and cheerful City of Colors.
- Time Stands Still: Green's super charge power. Handy in combat and necessary for several puzzles.
- Unblockable Attack: One of the earlier powers Koru gets is a Charged Attack that can break through the shields of purple enemies, allowing them to be attacked like normal.