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maybell🌻

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A member registered Jan 12, 2020 · View creator page →

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that's really wonderful to know. thank you for working so hard to get it on the platform. <3

you're right, the art style is merely inspired by the limitations of the ZX. i have removed this tag to not be misleading in the future.

thank you for taking the time to check it out. i am happy it clicked for you. 🙇‍♀️

so simple, so razor sharp in its execution, so very beautiful to look at.

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.

thank you. this means so much to me. i'm really glad it clicked with you.

i know this was over 2 years ago, but i thought you'd like to know i have fixed this issue. thank you for making me aware of it. <3

okay, how about now? :)

thank you, i'm so happy you noticed. sharp, crispy pixel art is beautiful.

yep! steam version has also been updated to 1.1.3. <3

hey, thanks for making me aware of this issue. i just uploaded 1.1.3 which should hopefully have a lot of optimizations.

what kind of device are you using? is the performance improved?

hell yea :D i can't wait

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. :)

hey. thanks so much for checking it out, it means so much to us both. <3 i agree: visibility and baddie diversity both have room for improvement.

ah, that post. :') good mems. so glad to have you back. we'll do our best to accommodate your feedback.

thank you so much for checking it out. <3

you can email me at maybell(dot)soft(at)gmail(dot)com. :) or dm me on our discord. thank you!

hey, i have uploaded the iircade version of satryn here. it is completely free. sideload away! :)

10400 was my score B-)

hey, it's been a while, but the deluxe version on steam now supports MacOS.

hi, the deluxe version on steam now supports macOS. thank you for your patience! :)

macOS support has been added to the deluxe version on steam. :)

i hope you try again, or try a new project one day. please don't give up, your team has a lot of talent.

this was such a pleasant experience. thank you for making it. here is a list of praise and feedback:

praise:

  • the UI is clean and easy to use. it's snappy and intuitive on controller.
  • i really liked how the game opened, allowing me to set my options in peace and set everything up just the way i like it.
  • the controller auto-detect was really nice.
  • i cared about the characters so much that i took extra care to be sure none of them got hurt too badly during combat. i was scared when they would get hurt.
  • the music is absolutely incredible. it deeply moved me. it sold the whole experience. i loved it.
  • there were a few jokes that made me laugh, which is a nice and welcome relief in sad, heavy stories. the writing hurts you, but it also hugs you.

feedback:

  • the room exit in the beginning wasn't very obvious to me. i spent more time than i'd like to admit stuck in the opening bedroom. maybe add a big arrow for dumb-dumbs like me?
  • hit sound effects during combat were underwhelming, or not present at all, such as when avila attacks.
  • would prefer moving, using, and attacking all use a single interface. i did not enjoy having to independently select these actions.
  • there were some corners and stairs i would sometimes get stuck on.


SPOILERS: the ending dream environment was so peaceful, like a great weight had been lifted. i fell in love with the space cloak person. i hope to see them again soon.

hi :) the game is free on itch.io. if you want leaderboards and achievements, you can buy the game on steam. thank you! <3

that sounds sick, i can't wait :) !

AT LAST

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i love all the little guys, my favorites are SOP sign and clock man. i like being the little yellow guy. the auto-aim is really nice to me. releasing fire to collect the rainbow gems gives everything a pleasant rhythm, like a heartbeat. :)

i think the hyper charge rate is fine, but i would like auto-suck or large suck as possible upgrades in the definitive version.

thank you <3 it was made in godot. :) i definitely do need help with mac port stuff.

deluxe is steam only and adds leaderboards and achievements. otherwise, they are the same game. and yes, it's free. :)

you got it. the itch.io version has been updated to the latest, greatest 1.1.1 version.

i have updated the itch.io version to match the Steam version. :)

i did see it :) i love the wind blast power-up. i would really like to add it one day.

360 degree aiming is a hard no, for personal taste reasons. <3