Playtime:
402 minutes
[h2]PaperKlay sticks the landing[/h2]
[i]If collect-a-thons were handmade, they’d look and feel a lot like PaperKlay; full of care, character, and clever mechanics.
The game's 'arts & crafts' aesthetic is beautiful and endearing, and the attention to detail in maintaining that handcrafted feel is worth celebrating. From world design to characters and even enemies, the playful world is firmly glued together to preserve that tactile, real-world charm.
The music in PaperKlay is bright and cheery, pairing well with the visuals. With tracks featuring Grant Kirkhope (Banjo-Kazooie and Yooka-Laylee) and Steven Melin, the soundtrack instantly calls back to the genre’s heyday. But rather than lean entirely on nostalgia, it carves out its own identity. A central musical motif can be heard through the game. Sometimes front and center, sometimes gently layered in the background, subtly changing depending on the area. It may share instruments and tone with the composers’ past work, though it never feels like it's sampling; rather, it's a warm evocation that pays homage without drowning out its own voice.
Chick and Nugget, the game’s clucking duo, instantly click. Chick is the wide-eyed dreamer, his feet barely touching the ground, while Nugget plays the chirpy voice of reason. Their dynamic feels familiar, but it works: one pushes the story forward with restless energy, the other keeps it grounded. Their personalities are distinct, and their chemistry carries the narrative more than the plot itself.
I found myself invested less in the stakes, and more in the journey. What new book Chick would leap into next, and how would Nugget react. The level quests feel personal rather than a chore: people need help, and Chick and Nugget are eager to step in. They may not be saving the world, but they’re absolutely heroes you can root for.
At first glance, PaperKlay’s movement looks like your typical setup: walking, jumping, double jump, mid-air dash, a ground pound, a spin move that slows your descent, and even a glider to gently drift across gaps. Pretty standard 3D platformer fare. But once you start messing around, it opens up into something way more complex. And several of the badges that you can buy with the coins you collect can introduce complexity to your moveset as well.
That’s what really made it fun for me, how all these moves can chain together to cover huge distances and keep momentum going. The jump has three height tiers, and to reach the higher ones, you have to nail the timing, kind of like Mario 64. After a badge upgrade, a ground pound can propel you into the highest jump if you time it just right. And if you chain a dash, double jump, spin, and glide, suddenly the levels feel wide open. It’s a low skill floor, high skill ceiling approach to movement. Walking might feel slow, but you don’t really need a sprint button when a well-timed jump-dash-pound-repeat combo lets you speed through levels like a chicken on the run. The developer clearly put a lot of thought into traversal, and it pays off.
As someone who loves poking at the edges of games and finding unintended routes, My excitement for the game shot up when I discovered how flexible PaperKlay’s movement really is. With the right timing and a bit of experimentation, I was able to sequence break in a few levels; skipping sections, reaching collectibles early, and climbing up what are normally inaccessible areas. Whether intentional or not, the fact that the game holds up to this kind of play is a huge plus for speedrunners or anyone who loves testing systems just to see what can be done. In that way, PaperKlay doesn’t discourage creativity—it rewards it, even if the developer never intended for that to be the case. Don’t be surprised if PaperKlay becomes a speedrunning darling in the future.
PaperKlay is clearly a labor of love, one that honors the classics while crafting its own story through sharp gameplay and a world stitched together with care. At $14.99, it’s a great pickup for newcomers to the genre and seasoned fans alike.[/i]
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👍 : 11 |
😃 : 0