Review
By Parry Queen
Popucom’s Switch launch comes with a very clear mission: be the next go‑to co‑op game you boot up when friends or family are over. On paper, it sounds almost too simple. You and up to three others run around compact 3D stages, firing color beams at squishy enemies and hazards. Match three of the same color and they pop. Clear the arena, move on. But in practice, Popucom is a far knottier, more inventive multiplayer game than its toy‑box aesthetic lets on.
What Hypergryph has built is a puzzle‑platformer that treats color as both weapon and puzzle piece, then keeps turning the screws on how precisely you and your partners need to coordinate.
Color-matching that actually demands teamwork
Popucom’s core mechanic starts with a familiar hook. Each player can cycle through colors and fire shots that paint Pomus and objects. Match three like‑colored Pomus and they vanish, ideally setting off chain reactions that clear large sections of the field.
The twist is how restrictive your color access is at any one moment and how many objects only respond to specific combinations. Early on, you can coast by just matching colors as they appear. Very quickly, stages ask you to do things like bounce shots off mirrors, combine colors via gadgets, and time bursts so three players tag the same cluster in a single beat.
On Switch, this feels great mechanically. The snap of locking in a color, lining up a shot, and watching an entire lane of Pomus detonate in a rainbow ripple is deeply satisfying. Crucially, the game doesn’t just reward individual precision. It’s tuned so that true efficiency only comes from planned roles. One player kites enemies into position, another preps color changes, a third pulls the trigger at the right moment. Even with just two players, you are constantly thinking about complementary colors, not personal high scores.
The design borrows a bit from the rhythm of Puzzle Bobble and a bit from the territorial thinking of Splatoon, but folds that into bite‑sized arena stages that feel closer to a platformer’s set pieces than a pure puzzler’s grids.
Level design: from toy box to tactical playground
The early Switch levels are generous. Plenty of flat space, slow‑moving enemies, and obvious color cues make them ideal for younger players or anyone new to games. You can spend the first hour or two just absorbing the logic of Popucom’s world: yellow shots wake up certain platforms, blue dissolves goo barriers, red powers boosters or cannons.
Then the game starts layering. Platforms tilt, conveyor belts drag your shots off course, and moving hazards force you to shoot and jump on a rhythm. You’ll find arenas where the safe ground is shrinking while you race to color‑code switches in the right order. Others turn the whole stage into a vertical chase, as you use color‑swapped platforms to outrun creeping walls of Pomus.
Good co‑op design relies on creating natural roles without hard‑locking players into rigid classes, and Popucom mostly nails that. Levels frequently split the team, not through arbitrary gates but through layout. One section may be safer and more puzzle heavy, where a confident player can manage color‑coded machinery. Another path might be a more kinetic gauntlet for your platforming‑savvy partner. The best moments are when both paths interlock. The puzzle player opens routes in the other half of the arena by popping distant Pomus or flipping colored bridges, while the runner buys them time by clearing the most dangerous clusters.
On Switch, performance holds up well during these more chaotic scenes. There can be a slight dip in handheld mode when the screen is dense with effects, but input latency remains snappy, which matters far more in a game that lives or dies on co‑ordinated shots and last‑second jumps.
Co-op that scales from kids to veterans
A big question for any co‑op puzzler is how gracefully it scales from family play to more demanding sessions. Popucom is clearly designed first and foremost as a shared experience. There is no real solo campaign in the sense of a finely tuned single‑player route. You can technically tackle stages alone, but almost every system is calibrated for at least two players, and the Switch port doesn’t change that.
Where it shines is in how flexible the difficulty curve feels depending on who is holding the Joy‑Cons.
With kids or non‑gamers, you can play "loose." The timer is rarely oppressive in early worlds, enemies telegraph their patterns, and the color cues are bold and readable on the Switch screen. One person can act as the anchor, handling trickier positioning, while others simply paint anything that moves. Because basic matching always contributes something, nobody feels useless even if they don’t fully understand the deeper combo logic.
Dial up the skill level and Popucom reveals a second layer. Suddenly, it’s about precision and optimization. Levels hide optional objectives and ranking hooks that almost require tight coordination. You will find yourself counting down aloud so three players hit a perfect triple‑match chain, or setting up elaborate shots where one person alters a platform color just as another fires, allowing the beam to travel through a now‑aligned lens.
With three or four experienced players, the screen becomes glorious chaos. The important distinction from many party games is that this chaos remains legible and intentional. The game’s visual design does a lot of heavy lifting here. The color palette is vivid but cleverly separated, and telegraphs like arrows and outlines keep your eye on what matters, preventing the Switch’s smaller screen from turning into an indistinct smear of candy colors.
Local vs online co-op on Switch
Popucom supports both local and online multiplayer on Switch, and both modes feel thoughtfully implemented rather than afterthoughts.
Local play is predictably the best way to experience it. The game is built around shouted plans and panicked course corrections, and you lose some of that immediacy when your squad is scattered online. Still, grabbing a pair of Joy‑Cons and slotting into two‑player mode works surprisingly well. The controls are simple enough that even split Joy‑Cons don’t feel cramped, and the camera does a decent job of framing players in tighter arenas without yanking focus around.
Online co‑op is solid, though predictably dependent on connection quality. On a stable link, input delay is minimal and the color matching remains crisp enough for high‑level play. The problem is that the more Popucom asks you to perform exacting timing puzzles, the more any hiccup stands out. Late in the campaign, there are stages where a half‑second of lag can scupper a well‑planned combo. It never reaches the point of being unplayable, but if you are chasing top ranks, you will want to keep the most demanding stages for local nights.
The Switch version’s matchmaking lobbies are serviceable but unremarkable. You can form parties, jump between stages, and replay favorites, though it lacks some of the quality‑of‑life niceties that would really cement it as an online staple, like robust stage voting or in‑game ping communication. Voice chat is, as usual on Switch, something you will be doing through external apps if you care about high‑end coordination.
Does Popucom belong alongside Luigi’s Mansion 3 and It Takes Two?
Comparisons to genre heavyweights are inevitable for any co‑op game muscling into the Switch library. Luigi’s Mansion 3 is still the gold standard for accessible family co‑op exploration, while It Takes Two set the bar for bespoke, narrative‑driven puzzle set pieces.
Popucom doesn’t match those games in every area, but it absolutely earns a spot in the conversation.
Where Luigi’s Mansion 3 leans on atmosphere and light exploration, Popucom is faster, more arcade‑like, and mechanically sharper. It is less about wandering a detailed space and more about cracking a self‑contained tactical puzzle box. For groups that enjoy optimizing solutions and replaying levels to improve, Popucom is frankly a better fit than Luigi’s more meandering hotel floors.
Against It Takes Two, the comparison is trickier. Popucom cannot compete with Hazelight’s cinematic storytelling or constant reinvention of mechanics on a chapter‑by‑chapter basis. Its narrative dressing is featherlight, and its toolset is narrower. On the other hand, Popucom offers far more freedom in how many people can join and in how casually you can drop in and out. It is a game designed for repeatable, snack‑sized sessions rather than a one‑and‑done co‑op epic.
In that lane, it excels. The match‑3 shooting stays fresh across the campaign thanks to smart level variety and a steady drip of new gimmicks and gadgets. More importantly, the game keeps finding ways to make everyone at the party feel important. Few co‑op titles manage to scale this elegantly between "grandma and the kids" afternoons and "min‑maxing the perfect combo chains" evenings.
Verdict
On Switch, Popucom is one of the most confident co‑op debuts in recent memory. Its color‑matching mechanics are easy to understand and hard to master, its level design grows from playful to demanding without ever feeling unfair, and its local and online options give it real legs as a multiplayer staple.
It lacks the narrative ambition of It Takes Two and the lavish production values of Luigi’s Mansion 3, but in the tight space where pure mechanics‑driven co‑op lives, Popucom deserves to sit right next to them on your Switch home screen.
If you are looking for a new group game that can entertain a living room full of skill levels and still challenge your most hardcore friends, Popucom absolutely earns that coveted game‑night slot.
Final Verdict
A solid gaming experience that delivers on its promises and provides hours of entertainment.