Papercut’s main gimmick is drawing on canvases. I helped co-create the system that checks if players are drawing correctly. It compares their drawing to a template, plus or minus a little leeway.
I designed Papercut’s levels to feel open and bright. Each one has a unique aspect to make them memorable, interesting, and fun. Even something as simple as the opening bend can be unique in a 2D sidescroller.
We made this game for a narrative design class, so I wrote the dialogue for some of the characters. I’m particularly proud of Deadbeat Baby Cop and Hillbilly Tractor.