this will take some time to do correctly, but control rebinding is on my list. thank you for your patience. <3
maybell🌻
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hi, the spiritual successor to everpatch is out now. it is called Merp in Merpworld. there is music and a save function. <3 after a little rest i am going to try porting it to PortMaster as well.
you may purchase the game above where it says 'Buy Now,' and it will give you the download files for windows and linux.
if you can't afford to, please pirate the game here with this safe, author-endorsed link: https://catbox.moe/c/q9fc0a
hey <3 i reached out to her, she is going to focus on that channel in the future. here is the album:
https://www.youtube.com/playlist?list=PLxfhaiy2ql490JilEy0RjOUdWk7gpJz0s
hi, that's so sweet of you. the spiritual successor to everpatch is currently being developed, it's called Merp in Merpworld. it's not done yet, but i really hope you like it when it's ready!
the game will generate a QR code, which can be scanned and submitted to an online leaderboard at https://rwr.es/satryn/
hi, there are a few differences:
- an option to enable adorable nintendo hats for the friends.
- the switch version is ever so slightly easier due to some level generator edge cases that could tank FPS that were toned down.
- the switch version uses a QR-based leaderboard instead of an in-game one on the PC due to nintendo being very particular about who is given access to their API.
thank you for making this cute experience.
i really love the art. the music is charming and effective. the little bad guys are super fun to dispatch. i loved using both power-ups.
unfortunately, the experience was marred with a lot of tiny frustrations. they were frustrating because i really wanted to enjoy this experience. below is my long list of feedback. i hope you revisit this project with an update, because i think this game is very close to being special.
feedback:
- the background was a little too busy. i didn't have any difficulty identifying threats and items, but a less busy, black background might really soothe my eyeballs.
- a tutorial teaching the player how to run would be very nice. (instructions on the itch page don't count!) i spent the first 10 minutes thinking there were spike pits that i could not jump across in level 1.
- speaking of spike pits, putting spikes directly below a fall that the player can not see is really mean. :'( i would advise removing these.
- dropped inputs. i will hear the jump sound but my girl won't jump! i couldn't reliably reproduce it, but it seems to happen when i change movement directions and jump on the same frame?
- on 2 instances i got hit and got teleported back to the beginning of the level, but i still had health left. very strange bug.
overall, i wasn't able to complete level 3 due to dropped inputs and the teleport bug. i REALLY appreciated the secret path in level 2, otherwise i'm not sure i would have made it to level 3.
i think the reason i appreciated the secret path was because i could quickly get back to where i lost a life. maybe a checkpoint system would be nice.
thank you for making this. my critique is long because i truly believe you can make this into a lovely little game with an update. i hope you keep at it.
a simultaneously beautiful and grotesque ouroboros. a cyclical rube goldberg of emotions with remarkably consistent logic. i cheered when objects and characters were set up and would later return. the ending would earn a standing ovation if this were played to a live audience.
is it a meaningless shitpost? a complicated allegory? who knows. all i know is Slot Waste should be in a museum, and rightfully deserves to be widely celebrated alongside the likes of tetris and dark souls 1.
love zapping bugs. extremely polished little arcade game. the bugs are so cute! 🥺
feedback:
- when lots of bombs go off the "hit-pause" sometimes gets so extreme it starts to look like lag instead of "juicy game."
- when the game over screen popped up i instantly dismissed it because i was too busy spamming the shoot button near the end. some sort of "prevent button push buffer" would be nice so i can reflect on my performance.
lovely little game. i hope y'all continue to make things. there's a lot of talent here.
i love this idea, i love the art! muted colors, chunky pixels, adorable critters, interesting card effects. i love the wisp arrow. makes me feel like a cool mage sniper.
it was a little easy and short, so my gamer wants are simply more content and challenge, but i adored what i got to experience. :) thank you.
some things i would like:
- ability to pause, visit settings menu in-game.
- ability to use the keyboard for selecting loot and casting cards. number row maybe?
- it would be nice if i could press and hold movement keys to auto-walk in a direction. rapidly pushing buttons agitates my grandma wrists.
some issues i noticed:
- if you hover over your cards at the very bottom of the screen, it will rapidly flicker between 2 card hover animations.
- the mouse sensitivity is not resolution-agnostic, so fullscreen makes the mouse more sensitive.
- losing SP makes a hurt sound effect, this was alarming!
i love this single-screen puzzle platformer! even the timing-based skill levels were fun to conquer. the music was incredibly good. the different worlds were so compelling, too.
my only feedback is the spike hitbox in world 3 was a little unforgiving.
i'd like to see a sequel one day! i noticed that you inherit inertia when swapping to your totem, like in portal. this could make for some crazy puzzles! great work. :)
- beautiful art, i loved exploring this tiny pocket world.
- more cards would be really cool! i felt like fire was always the better choice over water?
feedback:
- extremely bad framerate when dashing into the air. the game completely freezes for a few seconds.
- score pickups could have a bigger hitbox, they are a little difficult to collect.
- when rapidly switching between cards and holding down Mouse 1, i was able to sustain a completely broken firerate. this was fun, though. :)

i love the world and the art and the characters, but unfortunately i couldn't beat the second mushroom cave level. i tried for a long time but it felt too unfair. the bouncy mushroom and moving platforms felt too unpredictable.
things i liked!
- gorgeous art, i love the glowing mushies and mushroom friends. i will protect them with my life.
- very cute dialogue, i love the puns.
- the music was incredible!
some feedback:
- i noticed the pixel scaling was incorrect, which makes me sad in pixel art games. (some pixels are bigger than others.)
- instead of a capsule collider for player, i suggest a rectangle, this way you don't slide off of platforms. this felt bad. :(
i hope you keep working on this project! i want to see more, and maybe a more gradual difficulty curve so i can experience more of the story? :)
i got the comradery (polycule) ending! i adored the charming characters, and the writing cracked me up. :) i fed everything to the horse, including stolen bullets. good honse. it enjoyed fineighber.
some feedback:
- i'd really like to see how many endings i missed on the end screen! this will encourage multiple playthroughs.
- some additional art with the characters emoting would be really cute as well. :)




