Pipistrello and the Cursed Yoyo interview: “He’s totally a spoiled kid”

Pipistrello and the Cursed Yoyo interview: “He’s totally a spoiled kid”

As a seasoned game developer with a keen eye for the quirky and the nostalgic, I simply cannot help but be captivated by Pocket Trap’s creation, Pipistrello. This game is an absolute delight, a perfect blend of combat, platforming, and puzzle-solving, set against the backdrop of an urban jungle that harkens back to the glory days of the GBA era.


After the debut of the demo for “self-proclaimed ‘Yoyovania'” Pipistrello and the Cursed Yoyo by Pocket Trap, we had a chat with Henrique Caprino, one of the co-founders and producers at the studio, for an interview.

Henrique graciously took the time to respond to some intriguing questions we had after our experience with the game. You can find his detailed responses further down.

 

Why did the team decide to shift from developing a Dodgeball RPG to a game set in Yoyovania instead, given that Pipistrello is quite different from Dodgeball Academia?

After each production cycle, it’s safe to say that we feel drained to the core! Working on a game for two or three years can leave anyone feeling fatigued, especially when you’ve been staring at the same visual style day in and day out. As a team, we all yearn for a change of pace, craving fresh challenges beyond just solving problems within the same genre.

Is it uncommon to find games that emphasize the look of Game Boy Advance (GBA) rather than classic home consoles? What sparked this design choice?

We all grew up playing GBA games and are very fond of the Game Boy generation as a whole. The GBA was especially interesting to take inspiration from because of its impressive display of colors and its library of “genre-defining” games. We love the overall aesthetics of the GBA, and thought that these sprite proportions and screen limitations could bring a lot of cool opportunities for game and level design. Plus, we also have this feeling that there’s a large audience out there that misses the GBA era and could easily relate to our game.

Speaking of the GBA, did they have to clear the zoom-out screen? Was that nerve-racking?

I’d put it this way: “I must admit, it’s still quite nerve-wracking (laughs). We aimed to capture the essence of a genuine GBA, but we made sure to give it our unique twist and flavor. We even gave it the name ‘Pocket Trap Advance’, so we’re avoiding any potential issues. (We really hope this meets your standards, Nintendo!)”

Pipistrello and the Cursed Yoyo interview: “He’s totally a spoiled kid”

In the demo, there were numerous unique badges represented by bottle caps. These appeared to significantly alter your gameplay experience. However, I presume they aren’t simply given to you in the final version of the game. So, could you tell me how one can acquire these badges?

Hey there! I’ve got to say, that catch was impressive! If we’re labeling this game as a “Zelda-esque Yoyovania,” it’s because there’s a ton of exploration and collectibles in store for you. You see, as you delve deeper into the city’s diverse districts and bustling businesses, you’ll stumble upon these Badges – they’re like special abilities that you can toggle on and off to customize your gameplay experience. Plus, you’ll find other upgrades too, such as Petal Containers and Blueprints! (I chuckle a little) Just remember, those “dungeons” are actually hidden shop interiors waiting to be discovered. Keep exploring, my friend, and happy hunting!

A yoyo isn’t exactly a typical video game weapon, what made them decide on that?

In our creative process, we delight in exploring novel items and devices that can lead to unique, and crucially, familiar gameplay elements beyond the traditional swords, shields, bows, guns, etc. Of course, we’re fond of swords too; we simply can’t help but laugh at this point! We found that the yoyo offers an exceptional degree of adaptability for designing complex levels. It serves not only as a formidable combat weapon when wielded like a whip, but also as a versatile tool for movement and platforming, as well as puzzle-solving – these are the three core components of Pipistrello. Since we wanted to create a game set in an urban landscape and strive to develop a relatable universe with a hint of nostalgia reminiscent of the 2000’s (as suggested by our GBA inspiration), the yoyo proved to be another ideal addition to our game.

As a gamer, I often find myself immersed in the world of Pippit, a unique lead character with an interesting twist. You see, I often wonder why they chose to make this character seem like a somewhat pampered rich kid. What was the inspiration behind this choice?

He’s totally a spoiled kid! I think it’ll be quite clear from the story prologue that he only comes home to ask for money. He’s been living off his auntie’s profits while still showing complete disregard for the source of this money, the family’s corporate empire. We feel like pitting strong personalities against each other creates the best story beats, and players will come to see Pippit and his auntie hilariously bickering over who’s right many times throughout the adventure!

Pipistrello and the Cursed Yoyo interview: “He’s totally a spoiled kid”

How was the demo feedback? Have any changes been implemented from fan comments?

As an ardent game designer, player feedback is our guiding force. The initial online feedback we received following our demo was a powerful catalyst for numerous adjustments, but the priceless experience of engaging with over a hundred players at PAX East 2024 took our understanding to new heights. We’ve made significant improvements on numerous points raised and troubleshooted issues that surfaced during live interaction. These ranged from puzzle designs, combat balance, user interface, and user experience concerns, as well as some unexpected bugs lurking in the code!

How does the combat evolve over the length of the game?

In our game, we constantly add fresh combat moves and unique foes as you progress through each city district and dungeon. Players can choose from potent Charged Moves and intricate yet challenging Special Moves. The true excitement lies in the creative combinations of these features, a hallmark of Pocket Trap games. For instance, players may encounter a slime enemy wearing a welding mask and shield, who requires stunning from behind but can’t always be circled, so you must strategically plan your yoyo attacks using diagonals. To make things more interesting, there’s also an armed police bee-cop enemy that utilizes diagonal tiles, creating engaging battle arenas.

What games are you playing in your downtime, if you have any?

In my spare time, I enjoy playing games that are both fun and potentially creative sparkers. Lately, I’ve been engrossed in Beyond Good and Evil, Flock, and Kunitsu-Gami. Currently, I’m back to Tears of the Kingdom and Elden Ring for their DLC updates!

Pipistrello and the Cursed Yoyo interview: “He’s totally a spoiled kid”

Can we expect the release date news soon?

At this point, we’re deep into finalizing the game and things are progressing smoothly! I’m afraid I can’t give a specific launch date just yet, but rest assured, we’ll be making an announcement shortly. We’re excited for everyone to finally get their hands on the complete game!

Have you faced any challenges during development so far?

Discussing game design, the constraint of screen space was both beneficial and challenging. It pushed us to think creatively and simplify our ideas, eliminating unnecessary elements that enhanced player understanding and level readability. However, at times, it became a hindrance, and we found ourselves wishing for a bit more space to accommodate our ideas more seamlessly.

We are guessing you’re fans of top-down Zelda games. Favourite one?

If we’re setting aside the popular favorite, The Minish Cap (smiling), it’s true that many team members have a soft spot for A Link Between Worlds on the 3DS. However, choosing the best Zelda game is no simple task! We can’t forget about the original Legend of Zelda on the NES either, despite its age and some design quirks from 1986. Amazingly, it still stands the test of time conceptually. Just like Nintendo revisited this classic before creating Breath of the Wild, we too drew inspiration from it for our game, Pipistrello, after our recent story-heavy project, Dodgeball Academia. This means that players can expect a more gameplay-focused design in Pipistrello, with plenty of opportunities to choose their own exploration paths and upgrade options, all of which are completely optional.

Once more, my gratitude goes out to Henrique, a partner and producer at Pocket Trap, for graciously responding to our interview inquiries regarding Pipistrello and the Accursed Yo-Yo.

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2024-08-14 12:16