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maybell🌻

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

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returning to this game after a year, i think this might be the best twin stick shooter ever made.

i don't have any plans to right now, but that would be really cool. i'll keep it in mind. thank you.

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.

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.