Kid Tripp is a bite-sized 2D platforming auto-runner. Originally developed by Mike Burns and released in 2013 on the iOS app store. Critics and those who played the game loved it. In late 2017, Four Horses Limited brought Kid Tripp to both the Nintendo 3DS and Nintendo Switch. In this review, I’ll be looking at the Switch version. If you are interested. I recommend trying the demo available on both Nintendo platforms.
The controls feel a bit off as they were originally designed for phones. Across the controller there are about three ways to do any input, such as jump being B, up on the joystick, and ZL. While this did cause a few mis-inputs, it did not damper the experience. Of course, as an auto-runner, it should feel fast and fun, and it definitely does. The speed is just right for what the game was trying to be. The controls, while awkward at first, never felt like the cause of a death, nor a hindrance.
Kid Tripp looks amazing. The sprite quality is consistent. The animation is limited yet fluid. Together, the game looks really good. Being designed for a mobile device, I was originally unsure it would look great upscaled on Switch or downscaled on 3DS. I’m happy to have been proven wrong in that worry. Everything is crisp and blur free. The feeling I get while moving is that it’s right just for the system. The sound design and quality sells it as a arcade inspired game. Each world theme feels different, yet oddly similar in style. The sound effects feel ripped straight from the Genesis. It’s nice to play a game that tries to remind of the past while keeping its foot in the modern era. Some level backgrounds blend in too much with enemies and obstacles. A lot of the time it felt like the game was at fault for my death. Which is, under any circumstances, terrible.
Level design, for the most part, feels good. Most stages are fun, some are not, which is typical for platformers and auto-runners. Luckily, there isn’t an ice world and just a singular ice level. However, a surprising amount of levels feel like they were designed for a typical 2D platformer, not an auto-runner. Lots of levels also feel boring, with only one path that you have to complete exactly the same way or die. Overall, with them, I felt I enjoyed most of the game.
One major turn-off is the length. While the game was made with mobile gamers in mind, it feels a bit too short, with twenty levels that last around twenty to twenty-five seconds each. My playtime for this review was shockingly low. There are a large amount of achievements to collect, but for those not interested in achievements, you’re not going to find much more than an afternoon worth of game here. For the price, that’s not too bad in my opinion, but I can definitely see some people having issues with it.
In the end, I enjoyed a lot more than I disliked. I heavily recommend trying the demo if you think you might at all enjoy it! This was definitely a small review, but it’s an even smaller game. For fans of auto-runners or good sprite work, I would definitely recommend it. If you enjoy longer experiences or want more then an afternoon of playtime. I think you’re best off checking out something else.
A Switch review copy was provided by the developer
supiroguy has awarded Kid Tripp The Indie Gamer Team Seal of Approval