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Reviews for "Mosa Lina Demo"

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!

For me this strode the line between frustrating and exciting very closely. The combination of physics game and random abilities creates a bunch of crazy janky situations. Sometimes you win by dumb luck, other times you get stuck in a lame situation with awful tools. But there are definitely genius ah-ha moments when you find creative new ways to use your stuff.

Overall feels like the game is about 30% too difficult, I would like a slightly bigger jump radius, or not have the requirement to go back to the start zone after getting the pickups. This would reduce the frustration factor a lot.

Also, while I don't necessarily have anything against the weird freako-bathroom ambient soundtrack, I think the game would be better if it had more conventional sound design.

Overall this definitely a very interesting and unique project. I have purchased the full version on steam to see more of your crazy concepts.

Edit:
After playing a couple hours of the steam version, I think the difficulty is actually quite well balanced. You just need to be willing to be patient with the system and understand the tuning of the abilities and physics. Having more items in the full version also helps a lot. Very much recommend this game to anyone who is looking for an unorthodox puzzle experience.

Hi I had a great time playing this demo, but there is something a bit unfair, the mushroom that allows you to get the key up high, lots of times it just "flies away" or it just goes crazy. Other than that I give the idea a 5/5

Game Maker's Toolkit brought me here!

this game rocks! I found the controls a little janky on keyboard but im sure it would have been fine on controller. (assuming it has controller support, I didn't try) Def considering getting the full version on steam!