Darwin's Paradox takes the 2D puzzle-platforming sensibilities of a game like Limbo or Inside and makes it distinctly less creepy and unsettling. Whereas those games presented elements of light body horror and spooky high-contrast compositions, Darwin's Paradox evokes classic cartoons starring goofball protagonists in vibrant, colorful settings. The result is a pleasant little gem of a game with loads of variety that makes the most out of its relatively short playtime.
There's a core comedic premise to Darwin's Paradox that begins subtly and then slowly becomes more obvious as time goes on. Your eponymous little octopus, Darwin, just wants to get back home to the ocean. But on his journey he haplessly bumbles his way through what is clearly a full-scale alien invasion of Earth. In most games, the hero would steel their resolve to take on the alien menace, but Darwin is just an octopus. For all he knows, this is normal among land-dwellers, and he doesn't really seem to care either way. So he's less of a hero and more of a Mr. Magoo, with his own perception limited to the threats around him as he gets flung around a hostile world and just tries his best to survive. We as the (human) viewers understand what's happening in a different context than he does, and that makes the story work on two levels at once.
https://www.youtube.com/watch?v=UhKHKXIe7Qw
Though he's not a hero, Darwin certainly has an expansive move set, which makes the game's platforming feel natural and fluid. They all trace back to the behaviors and adaptations of real-life octopi, like suckers to stick to walls, shooting ink to escape predators, and camouflage to blend in with their environment. And like a real octopus, he's most mobile underwater, where you have full 360-degree freedom of movement. Though traversing your way through land environments feels good, going underwater is immediately more natural. It really accentuates the feeling that you're a fish out of water the rest of the time.
As Darwin makes his way through sewers, factories, science labs, and more, you often have to avoid danger or solve simple environmental puzzles. Darwin is just a little cephalopod, not a fighter, so all of your tools are built around avoiding danger rather than doing damage. One moment you might need to crawl your way past a squad of aliens and camouflage at the right time, or you might need to shoot a gob of ink to hit a button controlling a conveyor belt, or climb up a wall to make your way into a different room. When you're underwater, your ink creates a temporary cloud of black that lets you sneak past carnivorous eels. The variety means that you're never doing the same thing for very long, which keeps the combat-free adventure moving briskly through the roughly six-hour playtime.
It helps that the world feels so visually cohesive and looks very nice. Though the game takes place on a 2D plane, there's a lot of depth to backgrounds and often those will interplay with the action happening in the foreground. As the adventure progresses, you get a distinct sense of visual style in this world, a retro sci-fi aesthetic contrasted against the beauty of marine life.
Of course, the world is a dangerous place for a little octopus, especially with aliens about, so you'll frequently get eaten or squished underfoot. A generous checkpointing system means you're never put too far back, but there is a lot of learning-by-death. Some traps are meant to be difficult to see or understand until the first time they kill you, and after that it may take a couple of tries to figure out how to avoid them and then execute it properly. That makes for a fair bit of repetition, and sometimes I bristled at needing to repeat a section that I had already figured out and just neede