best browser game no diff
Long time no see :))
This game is a response to the current trend of Immersive Sim design, where every ability is perfectly suited to solve a specific problem in the game. In order to counter this "Lock and Key" philosophy, Mosa Lina is aggressively random.
It's literally impossible for me to check if all levels are beatable with all combinations of tools. This is what makes it so satisfying: There is no premeditated solution for you to follow. You're forced to get creative.
The game continually spits out randomised problems. It's up to YOU to solve them, because I've never seen them before.
best browser game no diff
interesting concept
this game is cool, maybe i will buy it in steam
It says I can reroll from the menu. What menu? How do I reroll?
Wow, quite the interesting experiment you've got here! Only in the indies would you see a strange game like this, and I found it rather novel.
The fact that success is not guaranteed, your tools are limited, and its all up to you, can certainly be quite intimidating, but more so incredibly refreshing and stimulating, as there is something quite nice about a game that isn't afraid to let you own your mistakes and not baby you. It reminded me a lot of games like Psuedoregalia which allow you some wiggle-room to use the tools you have to sequence-break, getting past obstacles you're not 'supposed to' using your creativity and skill: those times were very memorable for me more so than the typical curated experience a game provides, just like how I really enjoyed my time here trying to desperately solve the puzzles however I could.
It really made me think about game design a lot as I played. Survival horror games, for example, while saying that you need to conserve your supplies, will nevertheless do everything in their power to ensure that you don't softlock yourself into an unwinnable situation, ultimately making the genre be a rather hollow experience if you don't play along and pretend to not notice. This game, by breaking those conventions, is brutally honest and inspiring how it leaves it up to the player to decide, similar to how Bennett Foddy pondered whether the obstacles he was making in Getting Over It were truly unwinnable, or if he was just not being creative enough and should leave it up to the players to see if they can overcome against the odds that even he might not be able to. Basically, this is the Action Park of video games: wild and unsupervised!
All pondering and chin-scratching aside, however, would I actually buy this and keep playing it, at the end of the day? Mmm, probably not. I'm not saying it's bad, but the biggest strengths of this game, being its lack of guarantee of success, its limited ammo, its wibbly-wobbly physics, are also its greatest weakness, as it can make any mistake feel so punishing, unfair, and just make the game feel pointless and have you give up. Combine that with the lack of some sort of greater long-term goal to strive for, as well as not having any sort of tutorial and explanation for the tools (still don't know what the green box flash gun is) and there's just not much motivation to keep me going. That's just me, however, being brain-washed to treat video games as designed to grant me validation, instead of it coming from within: I'm sure gamers more inclined to speed-runs and exploits and glitches and such would love this!