I've been playing DDP for many years.
It's interesting how they go against a lot of what we now consider common knowledge in pixel art, like they use selout, they don't have full ranges of color for the sprites, they don't have value shifts in their ramps, they have huge amounts of colors for some sprites, they don't tile effectively (for the most part) and so on, but end up with such a good art style in the end. As usual, game design supercedes any pixel art purism ideas, even though I personally believe that by applying any of the above 'staples' of 'pixel art as art' as we've formulated them in this forum for the past few years, the game would benefit. In fact, I intend to take a sprite from the other thread, and apply all the 'common wisdom' we have right now, and see if it can still work as well in-game (theoretically) as it does now, but also look prettier and more cohesive.
The explosions in this game are quite nice too, and the burst and are out of the way pretty fast, so as not to confuse gameplay too much.
If there's any negative critique I can level against this game is that the designs are too busy for their own good, there is literally no flat plane to be found anywhere in this game. Now, considering a lot of that ultra-tiny design is sorta blurred out on an arcade cab video output, one wouldn't probably mind, but as we see the game in ultra-sharp computer screens, and we can notice - and value - the single pixel, the game ends up looking a bit 'embossed' for lack of a better term. Every surface has shit on it, this isn't good for the eyes, regardless of art direction choices.