Got it and played through it. Overall I think it has some really strong points (mainly humour, charm, boss battles), but it is dragged down by a combat system that gets old halfway through Chapter 1.
The "sad" part is that the battle system would have been enjoyable if it was a bit less puzzle-like and a bit more RPG-like. The fun part of boss battles is that you're trying to figure out a way through the battle space that maximises damage to the boss, minimises damage to you (for some fights), and sets up the next turn. Because you're not certain you can do all, you have to choose what is more important, and there's a risk-reward aspect in how much time you want to spend looking for an optimal solution risking that the time runs out and you end up doing nothing at all. It's great, and I wouldn't mind seeing something similar in other games in a more mature form. By comparison, regular battles *always" have a perfect solution, and they are balanced around that. Missing the solution doesn't just mean you can't clear the battle (meaning you will be taking damage, and a hefty amount at that), but also reduces the damage you deal and the money you get at the end of the battle! If it was balanced around the idea that you're not expected to perfect-clear every encounter, because there isn't always a solution, you would reproduce some of what makes the boss battles fun.
Sort of related to the battle issue, it would have been nice if the accessory system was deeper, a la TTYD. How about choosing between an accessory that gives you extra ring moves, or another one that reduces damage from enemies in the farther rings? Or between an accessory that stuns foes that are moved 2 or more times, or another one that increases the damage of your attacks depending on how much time you had left? There's a world of possibilities there, and experimenting with accessory combinations would have helped keep battles fresh throughout the game. Not to mention they would have been a great reward for exploration, which is essentially non-existent in Origami King (the game is very linear and has essentially no sidequests). I mean, I enjoyed finding Toads more than I though I would, but the only gameplay rewards for exploration are consumables and a handful of HP up upgrades.
There are other comparatively minor things I could complain about, like the lack of interesting puzzles (mostly due to Mario's very limited moveset; only one chapter even attemps to have good puzzles, although even there the game is quick to point out the solutions), fixing Not-Bottomless Holes being pure busywork, Olivia not being a great choice for main companion, or the hamstrung structure of most chapters (compared to the wacky variety in TTYD or SPM). Chapter 1 in particular was so boring I was tempted to abandon the game altogether; luckily it picks up towards the end and stays engaging after that point.
Anyway, I am sounding very negative, but that's only because the bad parts (mostly the battle system) really hurt what would have otherwise been an amazing game.