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Foldspace

You cannot jump far. Grab a crease and hinge a whole section of the level in real time — the ledge you could not reach folds down to meet you.

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The level is one sheet of paper, and the rule is short enough to read in a sentence: you cannot jump the gaps, so you fold the world until the gap is somewhere else. Stand near a crease, grab it, and a whole section of the sheet hinges through as much as 0–180° while you hold it — bringing a distant platform adjacent, standing a floor up as a wall, laying a wall down as a bridge.

Nothing comes apart. A fold rotates one branch of a connected tree of panels, so the sheet stays one sheet — which means the fold that carried you across is often the fold that removed your way back.

How it plays

  • Six sheets — ONE SHEET, RIDE IT, PAPER STOPS, HOLD IT DOWN, BOTH AT ONCE, EVERY FOLD — each introducing one idea: free folds, riding a fold, creases with an authored stop, creases locked until you push a paper block onto them, linked creases, and a last sheet that wants all four.
  • You walk 3.2 m/s and jump 1.1 m high, which carries you 1.94 m across flat ground. The sheets do not block you with holes; they block you with fold state — a section standing up as a wall, a panel hanging below the floor, the goal upside down. A bot allowed to walk and jump anywhere but forbidden to touch a crease fails all six sheets.
  • Stand on the section you are folding and you ride it. That is the main way you travel: you fold yourself somewhere rather than walk there. Let go mid-fold and ordinary physics resumes, which is the usual way to fall off.
  • Grabbing rims the entire section that will move before anything moves, so you always know what you are about to change. A linked crease rims its partner in a second colour, and the partner hinges the opposite way.
  • The hinge has weight: it accelerates into motion, is capped at 1.25 rad/s, and eases to a stop near a limit. Half-folded angles are legal and some sheets are solved at one — this is not a toggle.
  • Fall off the paper and you are back at the sheet's last checkpoint in 0.5 s, with the sheet's fold angles restored to how they stood when you reached it.

The sheet is paper: matte, two-sided, #f4efe2 on the front and #e0d4bc on the back, so a face that has folded over reads as folded from its colour alone. One soft light, a hard crease seam, and a dark void behind the sheet with scraps drifting through it.

This build is short: a run that already knows every answer clears all six sheets in under a minute. What is here is a teaching sequence for the fold — one idea per sheet, combined only at the end — rather than a long puzzle campaign.

Plays with KeyboardMouseTouch
WASD or the arrows to walk, Space to jump, E to grab a crease you are standing near, then A/D to hinge it, Esc to pause. Click once to orbit with the mouse — the pointer is captured until you pause. On touch: a left pad walks, a jump button, a contextual grab button, and a horizontal strip where your finger's position along it picks the angle the hinge then drives to at its normal rate. Every verb is an InputMap action, so the on-screen layout drives the same actions the keyboard does — though that layout has not yet been played on a real touch device.

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