Some Thoughts About... Pipistrello and the Cursed Yoyo
Pipistrello and the Cursed Yoyo feels like a lost Game Boy Advance game or like a world where Zelda never left the glorious 2D planes. The art is cute and they do some really impressive lighting tricks on the sprites. It has a great main character (he is apparently a bat, not a beetle). And the soundtrack is a bop. This game has charm out the wazoo. The dialogue in the intro kind of drags on too much, but once you’re passed that, it too gets fun. I really appreciate that up front they immediately let you know that the Pipistrello family are a bunch of bad guys too. Sure, there are BAD bad guys, but your family are a bunch of greedy jerks as well.
The puzzles start out pretty fun. It’s more about movement than Zelda-style pushing blocks. You’ll frequently enter a room and then have to mentally work backwards to figure out how you get over a pit or pick up a battery/key and safely make it back. It’s satisfying once you plot out the course of your jumps and bouncing your yoyo off the walls.
I also frequently didn’t know WHY I was completing a puzzle/area until after I’d finished it. Entering new areas or dungeons has a lot of wandering around aimlessly while you complete tasks. Keys don’t go into an inventory, you have to manually carry them around, and that affects your combat and movement abilities. So finding a key but not knowing where it needs to go is actually a hassle. You don’t know why you’re doing the puzzles because you haven’t seen your goal/objective yet, but you’re making some kind of progress on this unknown mission. There’s a mini “dungeon” involving Pipitt raiding a police station to get a government ID. I wasn’t sure why I was doing it, but it was fun. After completing the area, the characters happily exclaim they can now get through the guard checkpoint! I had no idea what they were talking about. Then after walking around a bit more, I discovered a barrier I couldn’t get past without an ID. It all makes sense after the fact, but it’s always nice to know what your goal is before jumping through all those hoops. Zelda was usually good about that. They show you an objective and you then have to find out how to reach it. Pipistrello frequently gives you a key and then you wander around until you find the door.
It can be hard to tell what you can interact with. Which people can you talk to versus the ones you can’t, the buttons on the ground don’t really look like buttons, having to scan every house to see which ones you can enter because the doors don’t stand out much. The map isn’t particularly great, but I found myself constantly looking at it not because I was lost, but to see if there were important objects I’d walked past.
There are encounters that sound like quests or things you can interact with, only to find they lead to nothing. Like early in the game, you meet a guy that wants a hamburger, which is an item you can buy. You go to the restaurant, buy him one, deliver it, and he gives you items in return. Later in the game, you meet a person that wants popcorn, which is an item you can buy. You go to the shop, buy them one, deliver it, and... nothing happens. They just repeat their dialogue about wanting popcorn. Don’t have a character mention an item you can buy and deliver if it’s just incidental dialogue. Pick any of the thousands of other foods that aren’t in the game!
You can combine your abilities in some really unintuitive ways. It doesn’t feel like an “a-ha!” moment when you figure it out, it just doesn’t make sense so you don’t feel good. You can combine the dash with a lot more than you’d expect. You don’t even need to be on the ground to use it. That feels like the kind of thing the game could be better about explaining to you.
I got completely stuck at one point and had to look up online how to progress. It was just a new way to use a power that seems counter-intuitive to how you’d always used it in the past. Bouncing a hard yoyo off blocks makes sense to me. Bouncing a string does not make sense to me.
The game has a neat upgrade system. You take on a contract for an upgrade and immediately get it, but it comes with a penalty. They’re usually things like lowering your max health, how much equipment you can have on, and lowering your attack, but there are rougher ones that prevent healing items from dropping and such. When you have an active contract, half of all the money you make goes towards paying off the debt, but once you’ve paid it off and returned to the safe house, the contract is paid, you keep the upgrade, and all the penalties are wiped clean. Until you take the next contact and start the process over. It lets you make choices in fun ways around what you can give up at that moment or what you’ll need. If you’re bopping around the city, take the highest penalty contracts, but if you’re in a dungeon, go for an easier one until you know what kinds of enemies you’re up against.
I really enjoyed the first half of the game. And then you get to the second half and, ugh. There’s one area that has a giant map and you need to wander around trying to find some specific people. The map is huge to start with and then there’s a whole sewer system under it and lots of paths are blocked or one-way streets. And there’s constant traffic above ground so you can’t just walk one place to another easily because you’re dodging cars. And the enemies keep respawning. And it’s stupidly not clear what’s a puzzle or gets you closer to finding the people, what’s a path you need to come from another direction for, or maybe something is a puzzle but you don’t have the right upgrade to tackle it now. Just an absolutely awful area that sucked all the enjoyment out of the game. Then that’s not even the end of this section, it’s just how you open the boss’s actual dungeon.
The final areas of the game aren’t as bad as this section, but it never gets back to being fun again. They just leaned towards everything becoming annoying. Your path moving through areas is constantly blocked so you’re jumping in and out of the sewers to get around things, or there are a ton of the Zelda switch puzzles where you need to find switches to move blocks up/down to get through an area and those have never been enjoyable. Even the actual yoyo puzzles stop being “how can I get through here” and become “I know what I need to do but it’s really frustrating to execute on it”. Or you’ll enter a room and just not know what the game wants from you so you can’t start figuring how to plan a route. Trying to carry an item across the bouncy hooks just feels like total trial and error. Sometimes, you latch onto the hook and continue holding the item. Most times, Pipitt throws the item away, it falls down the pit, you quickly follow it, and you have to start the puzzle all over again.
There are a lot of fetch quest-y kind of encounters. You head out to where you think you should go, find you need an item/person, go back a few screens, do a thing to get the necessary widget, and then head back to where you were originally going. Wandering around the overworld isn’t a lot of fun. Pipitt walks pretty slow and there’s not much to do once you’ve opened up the paths, so you’re just retreading ground for no good reason. This seems like one of those times that linearity would make the game more enjoyable. I’d rather have smaller areas that are faster to traverse and go from puzzle to puzzle rather than having to walk around the hubs. The single room puzzles are where the game shines, but putting them all together into a dungeon that requires a lot of traversal and backtracking makes the whole less than the sum of its parts.
My major piece of advice if you’re going to play the game is to find all the “Cheater’s Badge” equipment as soon as you can after clearing the first two dungeons. They make the game so much less frustrating and even make Pipitt walk faster. I left collecting them until I’d finished all the bosses and was doing cleanup on collecting badges but that was a huge mistake. Just search on Youtube for them and it makes the game much more enjoyable just having the higher walk speed and ability to steer the dash. Having the power to summon your yoyo back to you instead of having to sit there and wait for a timer to tick down alone alleviates so much tedium.
The game starts to chug the more you play it. It ran just fine when I started playing, but about two-thirds of the way through, it would hitch up after large groups of enemies spawned in or when destroying multiple enemies and they all spawned money. After playing some more, now it also stutters every time it auto-saves, when changing screens, and sometimes for no discernible reason. It’s extra annoying because every time it stutters, it eats your button inputs so it will cause you to fall into pits, take damage in fights, or screw with puzzles. Even totally quitting the game and relaunching doesn’t fix it, so it’s not an issue of using the rest mode or leaving it running too long.
The game has some fantastic Fun/Accessibility options. Changing how much damage you do, how hard enemies hit, removing damage from pits, and so on. I totally applaud developers that put in that kind of work. The options also help you get around some of the game’s frustrations. There’s so much combat in the game. It happens too often and there are too many enemies in each encounter. I boosted my attack pretty early in the game to speed up the encounters and never looked back.
Also, so so sooo many enemies in the game are positioned near pits and water, so when you beat the enemy, all their money drops into the hole and disappears. Jack up the option for how much money enemies drop to save yourself the anger of seeing most of your cash vanish down a pit. It’s like the coins purposefully bounce away from you and into the water! There’s a piece of equipment that will cause money to magnetize to you, but it’s one of the most hidden items in the game so I didn’t find it until I was about to tackle the game’s final dungeon. You don’t have to solve a puzzle to find it, it’s just hidden in a spot that’s covered up so you wouldn’t think to walk back there.
Man Pipistrello has some great ideas and a love of yoyos, but it sure would have been a hell of a lot better if it was $5 and only contained the first half of the game. To go from total enjoyment to a tedious slog, they wasted almost everything great it had going for it and the finale is a dud, so you don’t even end it on a high note.