Thanks a lot! glad to hear that! I plan to have little cutscenes like that to transition between the different "worlds".
If you want some feedback, you could show an UP dpad prompt when the player is able to interact with something/enter doors. Should be able to take care of that with a single flashing sprite. That will help the player with the controls rather than experimenting in-game. Having the Dpad prompt hover over the item will help the player know what they are interacting with as well.
Also, consider knocking the player back if they decide to go right at the start, rather than pick up Jessica first. Perhaps your sister can remind the player of their objective - go into the garage and get Jessica - in case the player is getting confused or rushed through the text and missed the objective during the initial dialogue cutscene.
I do want feedback, thanks. Yeah, I've been on the fence of the "up" prompt for a while, in one hand I like having the cleanest screen possible and I feel like "up to interact" is 2D gaming 101. On the other hand I always forgot that we gamers mass through text and miss extremely obvious things xD. I'll do something about that.
About him going to the right, that's on purpose, I like letting the players be somewhat free, and also that way they can see the parallax effect and city before the change happens. And now, if you talk to her, she will remind you of the current objective. But you are right, for all the stuff I stated in the first paragraph, xD. I think ill let people go there, but she will remind you the objective when you try to change scenes the same way she tells you to wait once you have Jessica.
Thanks for the feedback!