Ripple Dot Zero (PC/Browser, 2013)
Graphics-8 Sound-9 Control-7.5 Challenge-6.5 Story-5?
Level Design-7.5 Frustration-6.5 Fun-7.5 Originality-5
Overall Score-7.5
+
Sonic and Strider-inspired gameplay and aesthetics
Secrets (hidden rooms/areas with goodies)
Limited invincibility power up
Jet pack power up
Fast paced overall (though you're expected to explore levels to rank higher)
Weapon inventory
Pretty good bosses overall (increasingly difficult patterns)
Evenly placed checkpoints
Attacking slows you down but doesn't stop you completely
Some hidden levels
Health bar upgrades
+/-
Bonus levels play out in the main engine (as opposed to something different like in Sonic or Mario; pretty fun though)
Special weapons don't carry over to the next level
Standard heart-based health system
Can't play as your rescued friends
Can't duck without moving
Power ups don't carry over to the next level while health bar upgrades do
Jetpack doesn't recharge from landing on bumpers
-
Very short
Minor control issues (somewhat floaty movement, less forgiving hit detection around platform edges when moving towards them at full speed than when nudging slowly towards the edge (in which case the hit detection is very forgiving), somewhat odd siding physics (try sliding against a narrow path with a breakable block over it upwards in a slope and you auto-slide down the slope, can't look down while moving or attack downwards (can create leaps of faith or break flow), some delay on jetpack activation after jumping)
Some trial & error (shots from off screen, boss patterns), can't immediately retry a bonus level
Walk animation slows to a crawl when moving up against a wall
Some slowdown at times
Spikes sometimes blend in with the background
Effects when breaking blocks etc. look a bit unfinished
So-so enemy AI overall (bit of a shame when you have other means of attacking than jumping and rolling)
Level Design-7.5 Frustration-6.5 Fun-7.5 Originality-5
Overall Score-7.5
+
Sonic and Strider-inspired gameplay and aesthetics
Secrets (hidden rooms/areas with goodies)
Limited invincibility power up
Jet pack power up
Fast paced overall (though you're expected to explore levels to rank higher)
Weapon inventory
Pretty good bosses overall (increasingly difficult patterns)
Evenly placed checkpoints
Attacking slows you down but doesn't stop you completely
Some hidden levels
Health bar upgrades
+/-
Bonus levels play out in the main engine (as opposed to something different like in Sonic or Mario; pretty fun though)
Special weapons don't carry over to the next level
Standard heart-based health system
Can't play as your rescued friends
Can't duck without moving
Power ups don't carry over to the next level while health bar upgrades do
Jetpack doesn't recharge from landing on bumpers
-
Very short
Minor control issues (somewhat floaty movement, less forgiving hit detection around platform edges when moving towards them at full speed than when nudging slowly towards the edge (in which case the hit detection is very forgiving), somewhat odd siding physics (try sliding against a narrow path with a breakable block over it upwards in a slope and you auto-slide down the slope, can't look down while moving or attack downwards (can create leaps of faith or break flow), some delay on jetpack activation after jumping)
Some trial & error (shots from off screen, boss patterns), can't immediately retry a bonus level
Walk animation slows to a crawl when moving up against a wall
Some slowdown at times
Spikes sometimes blend in with the background
Effects when breaking blocks etc. look a bit unfinished
So-so enemy AI overall (bit of a shame when you have other means of attacking than jumping and rolling)