Game review
Merp in Merpworld
7.5 / 10
- Developer
- maybell
- Publisher
- maybell
- Released
- 12 November 2025
- Platforms
- Windows, Linux
- Genre
- Platformer
- Monetisation
- One-time purchase, no add-on content
- Players
- Single-player
The short version
Merp in Merpworld is the second commercial release from solo developer maybell, following 2021's twin-stick shooter Satryn, released 12 November 2025 for Windows and Linux after development began in January 2024. Players control Merp, a tiny fibre creature with a leaf for hair used to float across gaps, platforming through a grassland world at various times of day while collecting cores that reveal an unexpectedly serious story about a being called The Attractor and a looming planetary crisis. Reviewers respond with warm, specific enthusiasm for the leaf-float mechanic and physics- driven interactions, repeatedly praising the game's presentation, sound design and soundtrack, and describing a level of narrative depth and emotional weight they didn't expect from its cute exterior.
A small handful of reviewers raise more specific reservations. One detailed negative review argues the roughly two-hour runtime and small, repetitive grassland-themed level variety don't justify the asking price relative to cheaper or free platformers offering comparable scope, while a couple of positive reviews independently note a story that introduces more characters and lore than its short runtime has space to properly develop.
Biggest strengths
- The leaf-float mechanic draws consistent, specific praise as genuinely satisfying, with reviewers describing jumping and floating as feeling weighty and precise, and crediting it as the game's clearest design highlight
- Presentation earns repeated, specific credit, with reviewers comparing its handheld-console-styled pixel art favourably to early Game Boy Color platformers while praising crisp sound design and a soundtrack several reviewers say stays with them after playing
- Level design and physics-driven interactions draw specific praise for feeling almost like an immersive sim at times, with reviewers crediting a careful balance of affordances and rules across optional secrets and bonus post-story levels
Biggest weaknesses
- A specific, detailed complaint argues the roughly two-hour runtime and small stage sizes don't justify the asking price, with one negative review directly comparing it unfavourably on value grounds to a list of cheaper or free 2D platformers offering more content
- Level theme variety draws a specific complaint even within an otherwise positive review, with one detailed reviewer noting every stage uses the same grassland setting at different times of day and weather rather than distinct environments
- The story's density of character names and lore draws a specific, if minor, complaint from more than one reviewer, who describe feeling a little lost in the narrative's expanding cast given how little time the short runtime affords for introducing them
Who it's for: Fans of tight, physics-driven 2D platformers with handheld-console-styled presentation, like Celeste-adjacent short-form indies, who want a brisk single-sitting experience with genuine narrative ambition and don't mind limited level-theme variety.
Our recommendation: A charming, tightly designed short platformer whose leaf-float mechanic and presentation earn consistent, specific praise, worth picking up for genre fans who value quality over quantity, with the caveat that its price sits at a premium for its roughly two-hour runtime.
7.5 / 10
A leaf, a fibre creature, and a solo developer's second game
Merp in Merpworld is the second commercial release from solo developer maybell, who released their debut, the twin-stick shooter Satryn, back in 2021. Development on Merp in Merpworld began in January 2024 using the Defold engine before maybell switched to Godot two months later and continued building the game solo through to its 12 November 2025 release for Windows and Linux. Players control Merp, a tiny fibre creature with a leaf serving as hair, used to float across gaps and slow falls in a way several reviewers compare to a forgiving extra life, since losing the leaf in combat still leaves Merp able to platform, just without the float, until it's recovered. Structurally, it's a compact 2D platformer built around physics-driven interactions, picking up and throwing objects, and collecting lore-bearing "cores" scattered through a grassland world at different times of day, all building toward a story involving a being called The Attractor and an escalating planetary crisis that several reviewers describe as more serious and touching than the game's cute exterior initially suggests.
A leaf mechanic reviewers keep praising
The single most consistent thread running through Merp in Merpworld's small but enthusiastic review corpus is praise for the core leaf-float mechanic. Reviewers repeatedly and specifically describe jumping and floating as feeling genuinely good, crediting maybell with tuning movement to feel "snappy and weighty" at once, a combination reviewers note is harder to achieve than it sounds in a platformer built around forgiving float mechanics. Presentation draws equally specific, repeated credit, with reviewers comparing the pixel art favourably to early handheld consoles like the Game Boy Color while praising crisp, satisfying sound design and a soundtrack more than one reviewer says stayed with them well after finishing the game. Level design earns further specific praise for how its physics-driven interactions layer together, with one detailed review describing the resulting sense of experimentation as feeling "almost like an immersive sim at times" despite the game's much smaller, more focused scope. The story draws consistent, independently repeated praise as unexpectedly affecting, with multiple reviewers explicitly noting they went in expecting a simple, chill platformer and came away surprised by genuine emotional weight and a narrative that, per one detailed review, positions Merp in Merpworld as an unofficial "stealth sequel" to maybell's earlier game Satryn.
A short runtime some reviewers say costs too much
Set against that praise, the corpus's single detailed negative review raises a specific, direct complaint about value. That review argues the game's roughly two-hour runtime and small individual stage sizes don't justify its asking price, comparing it unfavourably to a list of cheaper or free 2D platformers the reviewer considers more impressive for the money, including Environmental Station Alpha, Treasure Adventure Game and VVVVVV. That criticism stands in clear tension with the rest of the review base, where reviewers who paid the same price describe the experience as worth "drinking up like a glass of ice cold water" for a couple of hours — a difference that ultimately comes down to how much weight a given buyer places on runtime-per-dollar versus the specific quality of that runtime, which the broader consensus rates highly. A related, smaller complaint about scope, raised even within positive reviews, concerns level theme variety: one detailed review notes every stage uses the same grassland setting rendered at different times of day and weather conditions, rather than the more varied environments common in longer platformers.
A story with more names than time to introduce them
A further, specific and independently repeated complaint concerns narrative pacing rather than narrative quality. More than one reviewer who otherwise praised the story's emotional depth also notes feeling a little lost amid the game's expanding cast of named characters connected to The Attractor, with one review describing getting "a little lost in the sauce with character names" despite otherwise enjoying the plot's late-game turn toward something more serious. That complaint reads as a direct consequence of the game's brief runtime rather than a failure of the writing itself, since reviewers consistently praise the substance of the story even while wishing it had more room to breathe; one reviewer explicitly frames this as wanting "more time to familiarize us with the characters and world" rather than any dissatisfaction with where the story ultimately goes.
Secrets and bonus levels for the completionist-minded
Beyond the core story, Merp in Merpworld offers a specific layer of content aimed at players who like to fully clear a platformer rather than simply finish it. Collectible medals are scattered through each stage, and reviewers describe some of them as genuinely tricky to find, occasionally requiring creative use of the game's physics-driven object interactions rather than pure platforming skill to reach. A handful of harder bonus levels unlock after the main story concludes, and reviewers who pursued full completion specifically credit them as a welcome, appropriately challenging capstone rather than padding, with one detailed review noting a single platform-based bonus stage stood out as unusually rough to recover from after a fall, in a way that reads as intentional difficulty rather than a design oversight. That structure gives Merp in Merpworld a second, optional layer of challenge sitting on top of its otherwise approachable main story, a detail worth flagging for players who might otherwise assume a game this small and cute has nothing left to offer once the credits roll.
Value
At NZ$10.00, Merp in Merpworld sits at a modest price that most of its review base considers a fair trade for a tightly designed two-to-three-hour platformer, though the corpus's one detailed negative review makes a specific, reasoned case that cheaper or free alternatives offer more content for similarly minded buyers. The Positive score — 45 positive against just 1 negative across 46 reviews — reflects a small but nearly unanimous review base charmed by maybell's leaf-float mechanic, presentation and unexpectedly affecting story, with the corpus's only real point of contention being whether that experience's brevity is a deliberate, disciplined strength or a genuine value shortfall. For fans of tightly scoped, physics-driven platformers who prioritise quality and polish over sheer length, Merp in Merpworld is an easy recommendation. </content>
Pros and cons
Pros
- The leaf-float mechanic draws consistent, specific praise as genuinely satisfying, with reviewers describing jumping and floating as feeling weighty and precise, and crediting it as the game's clearest design highlight
- Presentation earns repeated, specific credit, with reviewers comparing its handheld-console-styled pixel art favourably to early Game Boy Color platformers while praising crisp sound design and a soundtrack several reviewers say stays with them after playing
- Level design and physics-driven interactions draw specific praise for feeling almost like an immersive sim at times, with reviewers crediting a careful balance of affordances and rules across optional secrets and bonus post-story levels
- The story draws consistent, specific praise as more emotionally affecting and lore-rich than its cutesy exterior suggests, with multiple reviewers explicitly noting they weren't expecting a genuinely touching narrative from what looked like a simple mascot platformer
- Reviewers familiar with maybell's earlier game Satryn draw specific credit for the developer's demonstrated consistency, describing Merp in Merpworld as confirming their day-one confidence in the studio's small but dedicated output
Cons
- A specific, detailed complaint argues the roughly two-hour runtime and small stage sizes don't justify the asking price, with one negative review directly comparing it unfavourably on value grounds to a list of cheaper or free 2D platformers offering more content
- Level theme variety draws a specific complaint even within an otherwise positive review, with one detailed reviewer noting every stage uses the same grassland setting at different times of day and weather rather than distinct environments
- The story's density of character names and lore draws a specific, if minor, complaint from more than one reviewer, who describe feeling a little lost in the narrative's expanding cast given how little time the short runtime affords for introducing them
- A specific complaint notes the lack of a level editor or additional post-launch content, with one reviewer suggesting it as a natural way to extend the game's otherwise brief lifespan
- The game's small review base and modest marketing profile draw an implicit risk for prospective buyers, since specific technical or platform-compatibility reports beyond Windows and Linux remain limited compared to higher-profile releases in the same lane