Dropping a cookie onto Wyrum stretches his towering, eyeless frame across the pale half of the screen, while sliding a knife toward Mroona leaves a visible blade embedded in her maroon side and swaps her calm expression for an injured face. Take Care of Wroona and Wyrum presents a compact Sprunki character sandbox where care and torment exist side by side. Without a score, timer, or story campaign, the entire experience takes place on a single split-color screen focused on immediate physics reactions and expressive visual transformations.
Despite its listing title, tapping the small red figure near the bottom of the interface reveals her actual name, "Mroona!", matching the character pairing from Sprunki Retake fan lore that links Mroona with the tall, blank-headed Wyrum. Created by @Cherry0_0, the toy relies entirely on physical momentum and visual discovery. Five main object buttons line the top of the screen alongside two plush icons, inviting players to feed, harm, patch up, or visually mutate the two characters until the single canvas becomes too crowded to manage.
3 Game Screenshots

Interactive Tools and Unpredictable Physics
The split-screen layout separates Mroona on her dark maroon background from Wyrum on the pale side. Across the top, players can spawn five distinct primary items and two character plushies to drop into the sandbox:
- A cookie that feeds either character, causing Wyrum's body to expand dramatically
- A knife that lodges at realistic angles, leaving visible scratches and pain expressions
- A white medical strip designed to trigger recovery animations
- A disposable adhesive bandage for patching up injuries
- A Black-themed special button that fundamentally alters character states
- Two pink buttons that spawn mini Mroona and Wyrum plush toys
Unlike static drag-and-drop dress-up games, objects in this sandbox possess weight and momentum. A spawned cookie drops under gravity, knives bounce or stick awkwardly, and the characters themselves lean, rotate, and collide with nearby props. Players quickly discover that pushing interactions to extremes yields surprising results; repeatedly feeding characters excessive cookies causes extreme body enlargement that can lead to comical head-popping sequences.
| Action | Input | Result |
|---|---|---|
| Select an object | Click or tap an icon | Spawns a cookie, knife, medical item, plush, or special object |
| Use an object | Drag onto Mroona or Wyrum | Triggers specific facial, body, sound, or injury reactions |
| Identify a character | Tap the small character icon | Displays the character's proper name |
| Reset the scene | Tap the curved arrow | Clears all spawned objects and restores default character states |
Visual Style, Audio, and Sandbox Constraints
The visual presentation highlights simple hand-drawn art enriched by expressive details. Mroona's oversized black eyes, Wyrum's circular head, visible stitches, and reactive injury states give the pair a distinct presence. Audio design keeps pace through a short looping background melody accompanied by brief, discrete reaction sounds whenever characters eat, suffer damage, receive medical care, or bump into falling objects.
When exploring the interactive canvas on Fortcade, the core appeal centers on this stark contrast between tender caretaking and sudden physical disruption. However, because there are no level goals, unlockable skins, saved pet conditions, or persistent leaderboards, the sandbox's longevity depends entirely on a player's curiosity. Once every object combination and physical reaction has been observed, replay value comes down to arranging increasingly disorderly physics collisions.
Screen Clutter and Guided Interaction Friction
Because the sandbox provides no written tutorial or initial control prompt, new players often experience brief confusion regarding goals and character context. The interface encourages direct experimentation, but the lack of explicit rules means players must figure out item functions by trial and error.
As objects accumulate during long play sessions, loose physics props can pile up around Mroona and Wyrum. This clutter sometimes obstructs interaction targets, and heavy stacks of colliding items can occasionally cause performance drops or frame-rate lag. The curved reset arrow in the upper-right corner becomes an essential tool, wiping the screen clean so experiments can begin afresh. Despite these minor mechanical frictions, the distinctive character designs and reactive animations frequently win over players who might otherwise feel fatigued by standard Sprunki-themed releases.






![AY in Noggin’s Red Light, Green Light Game with Randy [14 Players] game cover](https://fortcade.com/wp-content/uploads/2026/09/featured_paste_20260901_104750_876016-300x224.webp)




