Don’t Stop GirlyPop’s neon Y2K style impresses, but combat frustrates, Kotaku says
Kotaku’s review of Don’t Stop GirlyPop says the indie “Y2K arena movement shooter,” launching on Steam on January 29, pairs a wild, memorable low-poly neon art style and soundtrack with gameplay that the reviewer found not very fun to play. The FPS casts you as a super soldier of compassion defending against an alien invasion of corporate villains, arming you with a bedazzlable shotgun and arena encounters built around moving fast and killing lots of enemies.
The game rewards extreme speed: the faster you move, the more damage you do and the more you heal. To reach top speed you must repeatedly slam, jump, and dash by pressing three different buttons, a bunnyhopping-like loop the reviewer said quickly tired their fingers. At top speed fights became a blur of neon and shapes that felt out of control, while slowing down made the player a slow, easy target.
The review also criticizes enemy readability and weapon feedback: many enemy models are thin, low-poly shapes that hide against garish textures, fights lingered because enemies were hard to spot, and the reviewer was often unsure whether shots were hitting until foes died. Still, Kotaku praised the game’s visual mashup of 2000s-era tech and bright pink aesthetics, likening it to old Unreal Tournament and Half-Life mods, and called the flip-phone with live-action clips for your handler a cool idea.
Musically, the game fares much better: the reviewer wrote that several battle tracks “slap” and stuck in their head.
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