Reviews from

in the past


"What if an itch.io game was real?", asks this 2D immersive sim, its tricks hidden deep up its sleeves.

Really interesting concept that essentially breaks down the concept of an immersive sim to its bare roots, and it's cool to see how many ways levels can be tackled, but the basic moving around and usage of items feels so clunky that it gets in the way of the actual use of them, though I do understand that it's deliberate to limit your mobility without your items.

the schlurp bingbingbingbingbing noises go crazy

Jogado no Steam Deck

Muito divertido e criativo e injusto às vezes, mas tudo bem é parte do jogo.

No começo sofri muito, acho que foi até cair a ficha que terá vezes que você não conseguirá completar o nível e é mais fácil simplesmente recomeçar. Único negativo é ter poucas fases, já rejoguei várias, mas como as ferramentas que você tem sempre estão mudando a mesma fase é raramente completa da mesma forma. (também tem oficina Steam que pode ser usado para baixar mais níveis criados pela comunidade)
Nunca vi um jogo de Puzzle tão criativo como esse e bem desafiador, é ótimo.


fun game to turn your brain off too but the pretentious aura it gives off can really put someone off of it for sure, i'm sure you can describe this game better than just a "a hostile interpretation of the immersive sim" plus an entire update that just removed a huge chunk of content is really odd especially when there is just a setting that turns off the removal of that content, rendering it redundant?

Didn't like this one as much as I thought I would. The concept is interesting but the movement feels sluggish and the abilities are too unwieldy. That's the point I guess, but I wish there was a game like this with better controls

I made it through a full playthrough with 32 points. The heightened randomness is definitely off-putting at first, and nearly led me to bounce off completely, but repetition and experimentation allow you to come up with some interesting solutions. Certainly a unique creative vision, even if it is deliberately antagonistic to the player.

gamers would implode after finding out playdoh and lego exist

Das Spiel hat ein sehr interessantes Game Design Konzept, welches auch ganz gut umgesetzt wurde. Persönlich gefällt mir das Konzept des Spiels sehr, in der Praxis hat das Spiel aber noch ein paar Schwächen.
Mein Hauptproblem ist, dass das Platforming nicht sehr angenehm ist, da der Charakter sich etwas Träge steuert und man auf unebenen Flächen sehr unsicher steht. Manchmal hätte man gerne eine Präzision, die einfach nicht möglich ist.
Wie Werkzeuge für jede Runde verteilt werden ist sehr schlau gemacht: Zuerst wird aus dem Gesamtpool eine Auswahl getroffen, von denen man dann in einem Level 3 bekommt. Dadurch wird die mögliche Optimierung reduziert da die verfügbaren Werkzeuge meist unterschiedlich sind.
Die Werkzeuge selbst sind sehr ungewöhnlich und divers. Mich stört allerdings etwas wie unpräzise die Werkzeuge teilweise sind.
Das Spiel ist zwar bewusst nicht gebalanced, dennoch würde ich mir wünschen, dass die Erfolgsrate für ein Level etwas höher ist oder man etwas mehr Granularität einbaut, indem man den Abschluss leichter macht aber dafür optionale Ziele hinzufügt.
Das Spiel ist am Besten, wenn clevere Momente hat, wo man zum Beispiel eine Frucht mit einem Tentakel steuert um sie aus dem Level zu entfernen. Meist sind die Lösungen aber weit weniger spannend.

fish? pomegranate? worms? what is this game my dinner?

Silly little game entretenido cuando tneog 5 minutos muertos. o 50

Silly little game entretenido cuando tneog 5 minutos muertos. o 50

essential gaming if your favorite part of puzzle games is when you use bullshit to subvert a puzzle entirely

Always great to come back to. The tools seem so simple and kinda useless and then you’ll find yourself doing the wildest things with them. All-meat-no-fat kinda gameplay.

i did not expect this game to become one of my favorites of all time

Singular.

A lot of the outward presentation might be silly (hints, patch notes, name [love the name]), but within is a deep exploration into how far emergent puzzle-solving can take itself, an argument in favour of gameplay as it's own artform. When I say argument, it's in the academic sense. This is an academic work, doing to 'immersive sims' (video game genre terminology continues to confound and bemuse) what Godard did to his work in the 80s, turning inward, stripping back, and seeing if when only abstractions remain, it still works. It then makes total sense that this in no way resembles the immersive sims it comments on and critiques, much like Godard's King Lear has very little in common with filmed stage play adaptation as a genre, or indeed Lear itself. It's pretty up in the air if Godard was successful in his efforts, but with Mosa Lina, I feel it's a home run. A triumph in stripping away everything from the concept of an immersive sim until all that's left is emergent gameplay and perhaps even more successful in its showcase that this element is an art all its own.

Sorry for all the nerd talk, but I do believe it's important to recognise how successful the developer was in making the 'Hostile Interpretation of an Immersive Sim' (so well put) they were aiming for. I find it deeply interesting on this level. But I admit, if that was all there was to Mosa Lina it wouldn't be enough to get me THIS excited. The bonus is the sum of this investigation is an endless platforming roguelike I find to be the most delightful game I've played in years.

The presentation, all obscured ambient drones and gorgeously pastel sketches, is perfectly matched to the addictive puzzle-solving. The levels are uniformly sublime, the randomness keeps it endlessly fresh and this 'final boss of physics-based abilities' moveset has an infinite amount of fun utility and combinations to discover. If you somehow get bored of the base game (Raw Random is one of the most fun high-score modes I've played in any video game), custom levels are so accessible that there's already an endless swathe of fantastic ones to enjoy. I, nearly every level, found myself exclaiming in delight at a never-before-seen interaction or discovery or insane circumstance that led me to victory. Few games have frustrated and excited and made me feel this smart and this dumb all at once. It's glorious. Sorry to the 6 brothers (Armored Core and Street Fighter) who battled it out as the two wolves inside me for 2023 GOTY. This thing waltzed on up and handed everyone their respective ass.

this game is like the grasshopper of platformer rouge-likes

I saw Mosa Lina hyped up by several youtubers I watch as a brilliant randomized immersive sim. It was made as a response to the perceived "lock and key" nature of modern immersive sims (one solution for one problem), but I'd describe it as a physics based puzzle platformer with a sort of roguelite approach to play sessions.

Each run, 9 items and 9 levels are made available. The goal in each level is to either touch all of the fruit or knock them off the edge, and then return to the portal. The items range from anti-grave fields, to frogs, to growing bamboo. to bombs, to teleporting butterflies. It's a fun and chaotic mix. You try repeatedly to beat the levels with a subset of 3 out of 9 items. Not every level is completable with every subset of items, but you can retry with a different subset until you win. You get more points for less attempts at a level and various other things, some of which aren't explained at all, but I don't think the game even keeps track of your highscore anywhere, so it's a Whose Line type situation.

Once you've completed all but one stage on a run, that stage upgrades to a final stage. A new section with extra fruit is added, along with the ability to pick up some extra items in map. Frequently, this final stage is one that you've previously failed -- potentially several times, so it's pretty brutal to then make it harder. I've found that the final stage frequently requires some crazy physics based goofy execution to solve, which easily slides into more frustrating than enjoyable. I suppose there's no real reason to not quit and start a new run if you don't want to deal with it, though.

In the end, Mosa Lina is fun and has a nice pick up and put down quality, so I'll keep it in the rotation. While it can be very satisfying to have a hare-brained scheme play out as you imagined, I don't think it reaches the level of brilliance I was promised on youtube. Kinda gets you thinking that people on youtube may exaggerate positive and negative qualities to make their videos more interesting and thus get more clicks... nah, that's crazy talk.

Unique take on the puzzle game genre; not much content but the gameplay loop is satisfying and it has steam workshop support now

This is a wonderful little game. It's great in concept and execution, and the pricepoint makes it a no-brainer. Simple and executed well.


Asks the bold question, “What if puzzle-platformers were fun?”

me he pasado una run entera yuju

Silly little game entretenido cuando tneog 5 minutos muertos. o 50

Could strike a better balance between freedom and intuitiveness but the satisfaction of bullshitting your way to a solution is novel to base a game around. I did one full run so I guess that counts as completed.