About the Game

What is Ripholes in Rubbish all about? Below is an overview of the game and its core mechanics.


Overview

The following trailer represents some of the gameplay and core mechanics players experience in game. The video was created by Max Lampert.

The world of Ripholes in Rubbish takes place in a sketch book. The player plays as a sketched avatar in an magical animated land. Her goal is to find her lost friend, Arky.

Ripholes’ core mechanic is the player’s ability to rip and paste level elements and other game characters (doods, short for doodles). Although the player can move and jump freely, they will not be able to complete all the levels without using their ripping ability.

The game is broken down into different levels, or sketchbooks. These levels are further broken down into pages.

The ripping ability’s first noticeable effect is that it freezes time, allowing the player to rip and paste anywhere within the main screen and within the same page as the avatar. The player has a limit of three ripped objects she can hold in her inventory at any time, and objects can only be pasted once they’ve been ripped into the player’s inventory. Ripping creates a hole that the player can pass through, such as on the page below or a page above if the player is standing underneath it. Ripping in white space will create only a hole, and the blank paper is discarded by the avatar.

The ripping mechanic will also react differently depending on the media used to draw (or paint) objects into the game world. For example, acrylic paint is unrippable and can’t be pasted over because it is such a heavier and thicker medium than the others found in the game. The majority of play experience will be the player running and jumping around the levels, ripping obstacles off the page and pasting them to create new routes to their goals in the level.

Game Play

In Ripholes, players traverse levels mainly by moving side to side and jumping. Objects found in levels will sometimes augment the player’s movement, such as a spring that launches the player or a rope drawn in that allows the player to swing from it.

The player will often have to use their ripping and pasting abilities to remove obstacles from their path and paste those obstacles to take advantage of them to reach their goals for the level. This includes objects and entities that become animated after pasting, and a few that are animated before the player rips them off the page.

When a player enters a new level, they will be at a fixed start position and all elements of the level will begin at fixed locations as well. Every level will have a "collectible item" for the player to retrieve that will reveal a secret in the game when all pieces are collected. These items will serve as a side goal for the player to achieve and add replayability to the levels.

Players will proceed through sets of levels of varying numbers of pages each. New sketchbooks present different challenges and new items to collect.

Gallery

Frequenty asked Questions

To view a FAQ, click on the link and a box will pop below. To close the FAQ, simply click on the same link again

  • What programming environment did you use?
  • How did you come up with the initial concept of the game?
  • Did you have a Nintendo DS developement kit?
  • Why did you choose to built the game for the Nintendo DS?
  • How did you choose the art direction?

If you have any more questions, feel free to contact us.