SPACEW↑jump crates, rocks, low lines and gaps · swipe up
S↓slide under bars, smoke & vines (in the air: dive) · swipe down
AD←→switch lanes · swipe left / right
grind giant ink strokes · wall-run beside half-drawn walls (jump or steer away to leap off) · zip-lines: jump up to grab
red always means danger: grid pads (a crate stamps), dashed paths & shadows (something lands or flies there)
paper boats, crumbling bridges, rolling ink blots, paper birds, sliding crates
54 worlds: every page is a new one, from Rooftops, Temple, Bamboo & Snowy Peaks to a Pirate Harbour, a Giant Desk or a Space Station. Then they come back at dawn, sunset, night, in rain, fog or at a festival; after page 100 the notebook shuffles them
each world draws its own hazards: things that roll (jump or switch) or charge down a lane (switch), fly across high (slide) or low (jump), swing & sweep (slide), drop on a dashed shadow, tip over (take the open lane), pop up (jump). A margin note names each new one
and a big moment: a leap, a guardian, a pole-vault, a chase, a ride (sled, minecart, coaster…), a long boat, zip-line or bridge, a train-roof run or a tightrope
you have 3 hearts: a crash, the river or a chase catching you costs one. A new page every 1000 m, with a finale at its end