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Nice paper aesthetics!

At the end of the platformer level, I thought the main character was getting hit by the police car coming from behind!

Also, I didn’t expect the car chase! Unfortunately, I had some issues with it and other sections, listed below.

Note that I’m playing the post-jam version, so the initial jump issue was fixed.

Gameplay

Car chase: I couldn’t jump above the barriers except in rare occasions, so I had to dodge them all besides the cars, which slowed me down quite a lot. The prediction system showing future obstacles in red is interesting, but without the distance left + color changing when coming closer, it’s hard to tell which obstacle will come first when 2+ are coming. So sometimes I’d just go on the wrong lane and hit the next one. I could not catch up with the criminal truck because of all this delay and just gave up.

Once, I tried to jump over the barriers, only to get rejected and fall on my back, causing instead game over (Failure, you wrecked you car!). Another time, a civilian car hit me from behind and also caused wreck game over. I’d rather have a classic life gauge or, since hitting something makes you waste time already, no additional penalty (but a Retry button instead so you can retry if you know you’re not gonna catch up in time, instead of willingly crashing your car).

UI

The main character name in the top-left near the health gauge gives the impression that she’s talking when another character is talking because the avatar + name appears near their speech bubble

Cannot skip cinematic

Animation

When falling, stylus crane animation is a bit slow Also, it took me some time to realize it’s part of the “paper” aesthetics.

Physics

3 balloons gap: the 3rd balloon collider was disabled, so I kept falling through it. I had to keep pressing right from the edge of the 2nd balloon to make a big jump to the next ground to go on; and it worked!

After falling, if you Attack (Z), then move, you can move even during the “stylus crane” animation. It causes the character to be offset from the crane (e.g. a little on the right of it), causing character to fall again in the void at the end of rescue.

Exploit: you can also use the Attack during the crane animation to actually hit enemies