
Join a magical girl with a soda-powered arsenal on a dreamy quest to save her home! In this part beat-‘em-up, part musical shooter, you’ll experience the whimsical story of Ria and Gin as they fight against sinister invaders from another dimension…and maybe even groove to that funky beat!
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About

PopSlinger is a vibrant, narrative-focused musical shooter inspired by the bold spirit of ‘80s and ‘90s New Retro culture.
Step into a world where style, rhythm, and soda-powered action collide in a neon-soaked adventure driven by music and heart.
Join Ria Carbon, a funky heroine on a stylish quest to save the world from sinister invaders spilling in from another dimension. Armed with soda-powered guns and unstoppable groove, Ria takes the fight straight to the source of the corruption.
Backing her up is Gin, a former PopSlinger heroine whose experience — and attitude — prove crucial as the battle escalates.


Together, they face the Corazones: people whose hearts have been twisted and overtaken by dark forces from beyond reality.


🥤 Dreamy New Retro Visuals: Immerse yourself in an aesthetic inspired by 90’s Japanese animation, blending marker-style artwork with VHS-infused 2D sprites.
🎙️ Fully Voiced Cutscenes: Hand-drawn, vibrantly animated portraits bring the story to life through expressive, fully voiced dialogue scenes.
💫 Whimsical Narrative: Experience an emotional, stylish story inspired by classic magical girl anime, Japanese films, and television from the 90s — loaded with visual flair and special effects.
Unleash a soft-drink-powered magical arsenal as you blast through waves of enemies in rhythm-driven combat.
Your performance shapes the experience: precision, timing, and flow all matter as you fight to reclaim corrupted hearts and restore harmony to the beat.
Every encounter moves to the music.
A fully dynamic soundtrack reacts to your in-game performance in real time, shifting and evolving as you shoot, dodge, and stay in sync. Inspired by an eclectic mix of genres — including Future Funk, New Jack Swing, and more — the soundtrack turns every battle into a living remix.
The better you play, the deeper the groove.

In PopSlinger, it’s not just about shooting! It's about doing it with Style and Strategy!
Use your Oranger to hit enemies with the matching color to keep the rhythm alive.
🎯 Land 4 shots of the same color to summon your Popping Powers! Each color brings Gin out to assist you!

🎨 Pop 8 enemies in two matching sets to create a Color Progression! — this makes the music change instantly!

Keep doing progressions to discover the whole track!!
🎨 8 of the same color leads to a Double Progression!!

The more combos you pull off, the more hype the music gets, and the higher rank you'll get! Get all you Rankmans!!

Complete specific combo sequences to unlock Dream Time! A hyper mode where Ria becomes invincible!!

The best PopSlingers are smart and nimble! Their destinies are set during the party!!!
🥤 Developed by Funky Can Creative
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Spanish - Latin America*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[quote][b]Check out our [url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]Steam curator[/url] , [url=www.youtube.com/curatorhhf/]YouTube channel[/url] and [url=twitter.com/hhfcurator]Twitter[/url]![/b][/quote] [Kawaii/Beat'em up] "Pop" into the dreamy quest as a magical girl Ria! The world is inspired by 90's Japanese animation. Dynamic soundtrack, fully-voiced cutscenes! [カワイイ] 90年代日本アニメリスペクトのベルトACT。雰囲気良い。 2022/4/28 日本語Switch版発売! https://www.youtube.com/watch?v=CtWVu34wWRM
Kinda sucks to say, but I'm not a huge fan of PopSlinger, in terms of gameplay mechanics at least. I do love the visuals, music, dialogue, everything related to the presentation. All of that is top-notch to me, which makes the fact I couldn't get into it more disappointing. I'm the kind of person who usually loves arcade-y action games, so I figured this would be up my alley. But to be honest, it was the whole color-matching mechanic that broke the experience for me. So many of the issues that made me frustrated resulted from this one idea. Maintaining a combo is not very intuitive for me, since enemies come in such different groups of colors (plus your combo automatically breaks if you take damage). Sure, you're probably supposed to replay the stage and create an optimal high score route, but my instinct is to TRY and maintain my combo as long as possible. What makes it feel even worse when I drop a combo is that...the game doesn't have much strategy BEYOND color linking. You need a big enough chain for the power-ups, so if you're in a pinch, these are very unlikely to help you. In general, taking hits punishes you way harder than most other games I've played, and it's a pretty steep hurdle to get back in a good position. It's a kind of difficulty that makes me frustrated, since my instinctual reaction isn't to blame myself for making a mistake. Instead, it comes off like being slightly out of position kneecaps your entire game plan. As such, I didn't even get past the first stage, I decided after reaching the boss that it wasn't for me. Also, while this isn't as big of an issue, the options menu is incredibly lacking imo. No method of adjusting the game's resolution, so I had to deal with the screen display being slightly cut off on my monitor.
This game was a bit disappointing because it looks really nice, but I just think the gameplay is a bit lacking. Visually the game is really clean. Has a really nice aesthetic and is very vibrant and nice to look at. The voice acting is also pretty good as well. I also really like the character designs, they are memorable and really unique. It's a shame though cause I just don't think the gameplay is quite there. The main gimmick is that it basically functions as a beat 'em up and match 4 combination. Might sound a little odd but I think the idea works on paper but has some issues in this game. In the normal section it works fairly well because it makes it like a puzzle, you have to be precise with your shots in order to properly match the colored enemies together. Unfortunately the game will put you in a room where it spawns enemies, and they sort of spawn in a way to keep a combo, but the issue is they often clump together to make it either really hard or almost impossible to actually make a combo. You might think that means I am not going fast enough but it spawns enemies that'd break your combo that you have to avoid before spawning the same color. Again it's unfortunate because the idea itself isn't the issue. The other weird part is the game gives you upgrades and weapons that actively make doing the main mechanic harder. There is a mechanic where the first color you match 4 of will give you a powerup, but the only one I think helps you if you are going for a combo is shield. The double shot makes it so if two enemies are near eachother they'll both get hit (again there are a lot of situations where a bunch of colors are clumped together), and the turrent is just kinda really bad? It only shoots to the right, which is bad enough, but the actual range isn't great either. I basically just never used this powerup. The game also will give you new gun types but again they make it harder to do matching? You get a triple shot that makes you shoot slightly vertically (which again causes issues when enemies clump together), a laser beam that will just hit everything in a line, and a AoE attack to clear large clumps of enemies. You'd assume I could just not use those weapons but some enemies have a shield that can only be broken by a specific gun. Again the issue with this becomes you'll just drop the combo if there are more than like 3 enemies on the screen. Another issue is that the camera is really zoomed in. Usually this is fine, but some areas put you in a large room where enemies spawn off screen. The odd part is sometimes the camera will zoom out? Not sure why it doesn't try to keep all the spawners in the screen. The worst is the boss fights though. The second boss you fight shoot you from off screen, lays bombs off screen that attack diagonally, and will just run off screen extremely often. Just made it really frustrating. It doesn't help that the boss that does this will also just keep moving away and uses a move that makes her impossible to hit. The biggest issue in this game is hitboxes though. Your hitbox is gigantic. For touching enemies it is about half your sprite it seems, but your WHOLE sprite can take damage from projectiles. And this game will send a lot of projectiles at you, especially in boss fights. It just causes a lot of issue since this is a beat 'em up. I'm pretty conflicted overall because I think there is a good game in here beneath the issues I had. It is close to being really fun but I just can't recommend it how it currently is. I think they could potentially fix a lot of the issues I brought up, or improve them in a sequel, and if they do I'll gladly come back and update this review. I hope the best for these devs, I think they can definitely improve on what's here. Also I can see there are multiple endings but I just do not really care enough to go back and improve my scores on these levels, even with the easy mode.
Overall the game was a fun experience. The aesthetics are without a doubt its strongest selling point. The game is rather difficult though especially considering just to complete the game, you need to be proficient enough in the game's mechanics.
[h1]どこか懐かしいベルトスクロールアクション![/h1] 日本語対応、コントローラー操作対応 基本的にビジュアルノベルパートとアクションパートが 面毎にセットになっている ・いい所 キャラクターが個性的で楽しい 90年代風アニメ(カートゥーン)っぽいデザイン COOLなBGM カラーコンボで呼び出せるジンが序盤心強い 日本語訳が完璧! ・うーんな所 最初の面が当たり判定の関係か厳し目 撃ちにくい所に出現する敵がいる 解像度が変更できない(全画面にできない) ボスの移動などが少し早すぎて対応できない とりあえずカラーコンボをギッチリ決めていかないと 序盤は苦労すると思う 面をクリアして新しい武器が手に入ると少し楽になる 見た目に反して難易度は少し高めに設定されているので 出来れば難易度の調整が出来ると嬉しい バシバシ敵を倒していくのは楽しいよ [code] Steamキュレーターで紹介しました 「3D酔いでもゲームがしたい」 日本語でレビューしています https://store.steampowered.com/curator/41056472/ [/code]
"El Dark Souls de los juegos de FutureFunk" Esa oración le queda como anillo al dedo a Popslinger, y tiene su porque: Popslinger es un juego de disparos al estilo Beat'em-Up con MUCHA INSPIRACIÓN de la cultura de los 80's & 90's, pero que esa descripción no te engañe, están frente a un juego que es capaz de hacerte sudar por la cantidad de intentos que necesitaras para terminar ciertos niveles. Como dicen por ahí "Disfruta el viaje" Y COMO NO DISFRUTARLO CON TREMENDO SOUNDTRACK QUE POSEE! Tuve el placer de recibir una copia por parte del equipo detrás de este juego y ME ENCANTO EN MUCHOS ASPECTOS. No posee tantos niveles, pero cada uno de estos sera un desafió tras otro, y ahora es mas agradable para cualquiera ya que esta disponible en Español Latino y posee un modo fácil para no estresante tanto con el juego, en caso que no puedas pasar el tutorial. Lo recomiendo desde que salio, vale mucho la pena jugarlo.....Suerte desbloqueando todos los logros. Espero que a futuro posea Cromos y premios de Steam para personalizar nuestro perfil al igual que alguna "Expansión con mas niveles y mas canciones" 8.5/10. Si sois fanáticos del genero Future Funk busquen las canciones de este juego y luego juegenlo, es una experiencia nueva!
[h1] Spoilers warning [/h1] Hello! I would like to start this review by saying I am happy for stumbling upon this game. I finished the game yesterday and I felt I wanted to share my experience by somewhat detailing my thoughts while and after playing it and the value I got out of it. But first, I believe some things must be said regarding my background: [list] [*] I found this game through BethyVA's Youtube channel. [*] The game clearly has a target demographic, I am not part of it. [*] I did not know such a music genre named Future Funk existed at all before playing. [*] I am but a common Joe-Schmoe with below-average skill in any kind of games. [*] I got the C ending and am contempt with it. [/list] [u] Story and Characters [/u]: Both aspects are done correctly considering the time you spend with these and the game in general, It's just enough to give you the most basic of ideas and they fulfilled their respective fantasies properly, from the main-duo to those you encounter along the way. Sadly, when it comes to the Final Boss, everything regarding it felt like how Ria said: [i]"Is that it?"[/i], it totally [i]feels[/i] like the game needed just one more chapter/interaction to flesh things out, as some would say, it lacked impact, even though it accomplished its role in the game. Alpha looked like her sprites needed a little bit more time put into them, when she was with Ria and Gin you could [i]feel[/i] how much more time was put into them than to her and it [i]felt[/i] out of place. Also, out of mere curiosity: What happened to Carlos and Carly for Corazon 2? Were they scrap at the end and had to be replaced by Cooper? Why even tease the player about these characters if they are not even going to show up? What even was the deal with this Damon guy anyways? Now that I think about it, did I miss pieces of story just because I didn't get the other Ranked endings? As for VAs, yup, they did a "simple" yet incredibly effective job given how one-dimensional the characters are. If the idea was something along the lines of "Let's create a Saturday Morning Cartoon!" then congratulations because you did it surprisingly well. [u] Gameplay [/u]: The Match-4 main mechanic is indeed a great idea and using your arsenal at your disposal to try and snatch more monsters to get the combo in less than 4 Orange-Pistol shots felt rewarding and even more when you finally get in Dream Time. The Match-4 combined with the variety of weapons I believe it to be as potent as the combination of Peanut Butter & Jelly. Although, when meshed together with the other parts of the gameplay it ends up being severly hampered by it, such as: "Why is my vertical range so restricted?" "Why my character's in-game sprites are the entire hurtbox?" "Why the corridors between Waves are so small while my body is so relatively big for them and have to face monsters that shoot diagnolly?" "Why are some Waves areas so incredibly big whit me having little to no vertical range to handle them? "Why in Waves big areas I can get a glimpse of monsters spawn points only to be back to my small and limited Field Of View?" "Why are some Waves areas so incredibly small that they get hectic faster than any other part of the game for no reason?" "Why does the Cola-Laser lock you at only one direction if when I'm charging it I can turn to both directions?" "Why can't I move horizontally while firing the Cola-Laser in a game where movement and shooting are everything?" "Why did you render the Cola-Laser useless upon getting the Lemon-Launcher except for dealing with monsters with Cola-Laser shields? "Why do monsters whit shields instantly aggro on you regardless if you hit them with the right weapon or not?" "Why do I have to get punished for killing a monster with a Lemon-Launcher shield or Strawberry-Shotgun shield only for another monster with a Cola-Laser shield right next to it get aggro on me and I have to cycle through my weapons then charge the Laser and then pray I didn't try to reposition myself in such a short period of time? "Why do these stationary laser monsters can start charging their lasers even before they are on my screen?" "Why did you place 2-3 stationary laser monsters in small corridors where they cover every part of it and I have to preemptively try to get them with my limited horizontal range for such fast-paced scenario?" "Why does getting hit even once remove your combo and even subtract a beat to the song that you will probably never recover if you decide to not restart the level?" "Why can't you stack your own shield with other powers instead of just overwritting and deleting your shield?" "Why restarting when you are in a Boss battle sends you right back to the beginning of the level and not just the Boss battle?" "Why can you still get hit by a projectile upon defeating a Boss and die from it and have to retry even if you already got the Steam achievement and the weapon you get from defeating the Boss in the 1st place?" "Why does the gameplay create a perfectionist-mindset on the player for a game such as this and distracts you from even enjoying your time and boping to the music since you are trying to focus up? "Why did you even lock the Final Chapter behind rankings?" "What is it intentional for the game to be so comically and painfully reliant on Trial & Error methods? And not related to gameplay but still: "Why not Fullscreen mode and have to remain with the same small resolution?" "Why during Overwolrd sections where a character says "[i]This is where I should go![/i]" the indicator is so not noticeable that you just end up going for the option where the character talks about their next destination?" The game [i]felt[/i] like it needed a bit more playtesting to hone out the majority of these details, I myself sadly can not tell the difference between what needed to be playtested and what not since it could also be related to my skill level but I opted for not leaving anything unsaid since I really wanted to give my feedback. [u] Music and Art Style [/u]: I believe these two to go hand in hand hence why I am considering them both. If I have to describe them with one word it would most likely be [i]Bubbly[/i], if that was intended then good job! I really dig it! I am hesitant to whether or not go like "Hey! A music album with a videogame!" since after all I purchased the complete package. Coming up with both Music and Art Style must have been such a joy, albeit quite the challenge for sure and I commend you all for going all in. It really [i]feels[/i] like a passion project among passion projects, for everyone involved in the creation of this product and for the people this is intended for. A celebration, a love letter to Future Funk and perhaps to an era of your lifes you hold dear too that I myself am not acquainted and that's alright. You use this game as a way to convey and share what you love to other people and I actually welcome it with open arms. Thank you for telling me about this music world. [u] Misc. thought [/u]: PopSlinger [i]feels[/i] like it wants to be a Rhythm game going all in with the Match-4 mechs and the soda arsenal implemented a bit differently to suit the game that way but that would remove a bit of essence of what makes PopSlinger, PopSlinger, into another [b]"[/b]Rhythm game of the bunch[b]"[/b](heavy quotation marks there, as I am also not familiar with the Rhythm game genre), though at the end of the day that choice is not for me to make. [u] Closing thoughts [/u]: Thank you for creating PopSlinger, I really think my money was worthwhile and I look forward to every one of you's future projects! Have a wonderful day and thank you so much for reading! :D
パステルな90年代アニメ風アートワークが可愛らしい2D横スクロールシューティング。 敵に合わせて4つのフレーバーのソーダ銃を切り替えながら戦います。 同じ色の敵を4回連続で倒したり指定された順番で倒すことで戦闘が有利になるという要素があります。 難易度はなかなか難しいですが、イージーモードで体力が大幅アップするのでアクション苦手でも楽しめます。 カラーコンボを狙ってハイスコアを目指すプレイが楽しかったです。 高ランクを取ることで得られるボーナスコスチュームやエンディングイラストなど、やり込み要素もあり。 アートワークだけでなくBGMも素晴らしい! Steamで販売されていなかったので開発者さんに聞いてみたところ、Spotify・Amazon Music・Apple Musicで聞くことが出来るのと、bandcampでデジタルアルバムと限定カセットテープを販売しているそうです! カセットのデザインが可愛い!
BEST SOUNDTRACK EVER!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! SKULE TOYAMA GOAT!!!!!!!!!!!!!!!!!!
Already played this on Switch, Music and Art are LIT! Not gonna lie a little bit hard sometimes but worth playing
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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