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I was kind of underwhelmed to by the visuals to be honest. I think they could have gone much further with both, the paper and cardbox craft aesthetic and the concept of the lost color.

Just compare it to the obvious care that went into Yoshis Woolly world. That title got everything right about it's visuals, from how the materials bended under Yoshis feet, to his little fuzz glow. This just looks...sort of phoned in by comparison, honestly.
Take those barrels in the backround for example, nothing about them suggests to me that they are made out of paper. They could be an asset in pretty much any low poly cell shaded game.
There is no such attention to detail as ripped paper with fuzzy ends, or even significantly diffrent paper strucktures.
From Origami techniques over diffrent surfaces for diffrent sorts of paper to the lightning of the game, there is so much more they could have done from a visual design standpoint.
This should sort of look like a set build by someone and lit by flashlights and table lamps, imo.

Also, the crisis in lost color can't be very bad if I had to look twice in the initial footage to even spot the colorless things. Make the world papercolored (And yes diffrent papers have diffrent colors ranging from white, over grey to yellowish, so with good lightning there would be no trouble distinguishing things) and let the contrast of the returned color be that much more impactful.

I also feel like the color palette clashes pretty badly in some instances. That shade of magenta red in the second screenshot looks awful next to a bright spring green, for example. Someone here decribed it as pastel, but most of those colors are bright primary colors. I think the flatness that the colors have regardless, is down to bad lighting and underuse of strucktures.