Pipistrello and the Cursed Yoyo
game
7/14/2026

Pipistrello and the Cursed Yoyo

byLEONIVEYGAMES LTD
8.7
The Verdict
"Pipistrello and the Cursed Yoyo is the rare retro throwback that earns its influences instead of borrowing them. The yoyo isn't a gimmick stapled to a familiar template — it's a genuine reimagining of how movement and combat can be the same act. Pocket Trap built a subgenre and had the confidence to name it. The repetitive overworld encounters and uneven difficulty keep it a half-step from masterpiece, but those are the complaints of a critic holding a great game to a legendary standard. Buy it. Learn the yoyo. Then watch the top-down adventure genre quietly bend to accommodate what this small studio just proved was possible."
"One flag worth surfacing, since this looks like it came through the content pipeline: the Scraped Data block doesn't match the game. Its icon URLs point to Steam app 2651110 and list the developer as "LEONIVEYGAMES LTD," while the actual title (per the research link) is app 2740210 by Pocket Trap / PM Studios. I ignored the scraped developer/icon fields and wrote from the description and research notes, which are internally consistent. You may want to fix the scraper mapping so the wrong asset URLs don't get attached to this entry."

Gallery

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Key Features

The Yoyovania System: More than 10 distinct yoyo tricks — ricochets off walls, mid-air spins, "walking the dog" across deadly gaps — that chain into momentum-based parkour combos. Traversal and combat are the same verb.
Deep Customization: 40+ equipable badges and 20 passive upgrades let you fundamentally rewire how Pippit plays, from combat-focused builds to traversal specialists.
A Yoko Shimomura Soundtrack: The Kingdom Hearts and Street Fighter II legend contributes guest tracks to a score that earns the nostalgia it trades on.
Authentic GBA Presentation: Vibrant pixel art with optional simulated LCD screen filters — a skeuomorphic touch that goes further than most retro throwbacks dare.
A Sprawling, Reactive City: Four crime-family districts stitched into one continuous, secret-laden overworld packed with hidden collectibles.

The Good

The "Yoyovania" system genuinely innovates
Deep, expressive badge-and-upgrade builds
Immaculate GBA-style art with LCD filter
Yoko Shimomura soundtrack

The Bad

Overworld combat grows repetitive
Occasional difficulty spikes
No built-in difficulty options to smooth them
Trash-mob design underuses the yoyo's depth

In-Depth Review

Bottom Line: Pocket Trap took a childhood toy, bolted it to a Zelda skeleton, and somehow invented a subgenre worth naming. "Yoyovania" isn't a marketing gimmick — it's the most inventive traversal system in a 2D adventure this decade, dragged down only by an overworld that occasionally forgets its own brilliance.

The Gameplay Loop

Here's what separates Pipistrello from the pile of Zelda-likes it superficially resembles: the yoyo collapses the wall between how you move and how you fight. In most top-down adventures, traversal and combat are separate systems that occasionally shake hands. Here they're the same system wearing two hats.

You throw the yoyo. It ricochets. You use that ricochet to reach a ledge, and the same throw clips an enemy on the return. String enough of these together and you're not solving a room — you're performing it. The game rewards fluency the way a fighting game does. Early on, the yoyo feels like a quirky tool. Twenty hours in, it feels like an instrument you've learned to play.

That learning curve is the whole design thesis. Pocket Trap front-loads simple throws, then layers tricks on top — wall bounces, mid-air spins, the "walking the dog" tightrope across hazards — until the moveset becomes genuinely expressive. The badge system amplifies this. With 40+ badges and 20 passive upgrades, you're not just getting stronger; you're deciding what kind of player you want to be. A build that maximizes ricochet damage plays nothing like one tuned for aerial mobility. This is real character progression, not a stat-inflation treadmill.

Where the Loop Frays

I won't pretend it's flawless. The overworld combat gets repetitive. When you're crossing districts you've already cleared, the moment-to-moment encounters can feel like busywork between the game's genuinely brilliant set-pieces and puzzle rooms. The yoyo is so good at expressive play that mowing down basic overworld goons — where expression isn't required — exposes the ceiling of the trash-mob design.

There are also localized difficulty spikes. The curve mostly climbs gracefully, then occasionally throws a wall at you that feels calibrated for a player two upgrades ahead of where the critical path put you. It's the kind of friction that a difficulty toggle or a slightly gentler badge economy would have smoothed. Neither breaks the game. Both are worth naming, because a review that only lists strengths is a press release.

Level Design as the Real Star

The 1,000+ screens could have been filler. They aren't. The interconnected city rewards the same lateral thinking classic Zelda dungeons demanded — a trick you unlock in one district retroactively unlocks secrets in another you passed hours ago. That "oh, now I can reach that" dopamine hit is the beating heart of Metroidvania design, and Pipistrello lands it repeatedly. The satire embedded in the four crime families gives the map narrative texture most retro throwbacks skip entirely. You're not just clearing rooms. You're dismantling a corrupt economy, one yoyo trick at a time.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.