[2][4][5] When using the Pinkie Pod, the player is invulnerable and perform various actions such as elevate to reach higher platforms, attack enemies, dive underwater, and store collected eggs.
[6] The character was colored pink to make him look vulnerable and gave him large eyes to add a "cute" element, while their idea when designing the pod was a tough armor-plated gadget ship.
[6] Pinkie was developed primarily on the Amiga, which Data Design Interactive found to be an accessible and easy platform to program for, although it was being made simultaneously for other systems.
[6] Millennium market tested the game early on with a focus group composed of children, who liked the cute and puzzle elements instead of the platforming component as well as exploring the levels.
[2] The One Amiga's Matt Broughton commended the game's graphics, humorous character animations, varied levels, and the Pinkie Pod for being a major "toy-fest", but noted similarities with the James Pond series and criticized its shallow gameplay.
[12] Amiga Concept's Séverine Ducly and Fabinnou found the game friendly and fun, and highlighted Pinkie's character, but both reviewers concurred with Broughton regarding similarities with James Pond.
[30] Amiga Computing's Jonathan Maddock echoed similar thoughts when comparing Pinkie with the James Pond series, notably its blend of platform action and puzzles.
Maddock labelled the game as a "cracking little platformer", praising its pastel-colored graphics, well-presented character animations, pop soundtrack, adequate sound effects, and large bosses.
[1] Amiga Dream's Grégory Halliday agreed with Maddock about the pastel-toned visuals, stating that they give charm to the presentation but noted the occasionally bare backgrounds.
[31] Amiga Joker's Richard Löwenstein gave the game positive remarks to its music, suitable sound effects, and control system, but faulted the constant disk swapping, jerky scrolling, little detailed graphics, and poor sprite animations.
[32] Writing for German magazine Play Time, Oliver Menne expressed that the title was a "run-of-the-mill platformer" reminiscent of other games while Ingolf Held shared Erlwein's opinion regarding its lack of innovation.
[34][35] In contrast to most critics, Amiga Power's Jonathan Nash lambasted various aspects of the game such as the empty levels and collision detection, calling it a "wretchedly unsalvageable platform nonsense".