In the demo, I played the first couple of levels where it was easy enough at first, but soon a time limit started causing simple mistakes and the introduction of new blocks that have gum stuck to them completely threw me off my game.
The bungee factor can seem hectic at first but you soon get used to steering your little animal character. You also learn there are mechanics baked into TopplePOP to not make this as random as it seems. You can still rotate blocks like you would in Tetris and if you want to make sure you don’t bump the position of a block on your way down to the bottom of the arena, you’re able to press and hold a button so the block won’t move.
There are some positives that come from the bungee cord as well. In TopplePOP you can hold a button to shove blocks left or right. This opens up a whole new way to think about matching the blocks and also allows for a level error you wouldn’t have in something like Tetris.
You can also clear more blocks than your typical math-four game would allow. As you tap a block into the three others that cause them to blow-up you’ll have a second where you can, if you’re quick, move the block you’re holding to tap another block, or blocks, of the same colour, which will cause them to join the combo. It’s not something the game told me, but I quickly picked up on this strat to help clear sections in the least moves possible.
I was playing the demos single player mode but there are options for both competitive and online modes. Four-players working together on one screen. One-vs-one battles or even two-vs-two would be insane. If you’re unaware you can actually play all these features using Steams ‘Remote Play’ which makes up for the lack of online in the demo.