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Name

 Mosa Lina 

 

Developer

 Stuffed Wombat 

 

Publisher

 Stuffed Wombat 

 

Tags

 Action 

 Indie 

 Strategy 

Casual 

 

RPG 

 

Adventure 

 

Simulation 

 

Free to play 

 

Sports 

 

MMO 

 

Racing 

 

Singleplayer 

 

Multiplayer 

 

 Co-op 

 

 Early Access 

Release

 2023-10-17 

 

Steam

News

 14 

 

Controls

 Keyboard 

 

 Mouse 

 

 Partial Controller Support 

 

 Full Controller Support 

 

Players online

 n/a 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/2477090 

 


LINUX STREAMERS (1)
ricardo_stryki




Mosa Lina: Director's Cut

This update reverses the previous updates.


  • Backflip has been disabled
  • Turtle, Moon, Dropspikes and Worm have been removed

This update also reworks the settings.

  • Settings are remembered between sessions
  • Submenus with more detailed settings have been added
  • Option to disable the effects of the Directors Cut Update has been added

Additional patchnotes can be found at the bottom of this post.

This update was supposed to add new content to the game. Like with the previous updates, there were some interesting ideas:

  • A new world (purple)!
  • Three new tools (themed around bees)!
  • A new modifictaion (sometimes spawning bee themed segments into existing levels)!

I prototyped them, but they never really worked. These things would have needed a lot of care and attention and experimentation (a lot of iterations!) to become as solid as the base game. I found myself unable to focus on them. They never developed to a point where I wouldve been happy with them. Just like with the previous updates.

But I didnt stop, because I was convinced that Mosa Lina was perfect for a live-service kind of development and that I should do it. It was thanks to a call with Fynn (weve been talking about the ideas that are in Mosa Lina for years) that I finally was able to stop adding stuff to the game and look at the wider situation:

  • Despite all my ideas about randomness and hostility, Mosa Lina works because it is carefully fine-tuned. The new updates were simply not as refined as the base game.
  • While I did take breaks from working on Mosa Lina, I never really relaxed after the launch. I was running out of energy reserves and stopped being able to really work and think and iterate.

In a situation like that, trying to just work harder is just going to hurt you. I had to step back. No new Features. I could not iterate over the already existing updates either because I was so deeply exhausted. Now my final contribution to Mosa Lina is not new content, but a clean cut.

[h2]The Future[/h2]

RollinBarrel is taking over the project from here. Hes the amazing mind behind the Level Editor, the Workshop Support, the Button Remapping, the Linux & Mac Builds, the Performance Fixes and pretty much every other thing that makes the game actually run on your computer.

I dont know what id have without him over the last months. Hes also handled all bug reports and many community questions, absorbing the exact kind of pressure that I can not take at all. Oh and hes also made the new Menu thats the cornerstone of this Update.

Big love. <3


[h2]Thanks & Goodbye[/h2]

This is the end of my direct involvement with Mosa Lina.

This has been the most successful game I ever worked on and it has been extremely gratifying. Fynn & me have been discussing the ideas behind Mosa Lina for years. To see them realised (and actually being enjoyed) feels surreal. Thank you all so much, its been amazing to see your experiences with the game.

To see that people really deeply connect with the underlying ideas, while also having such a good time that they then recommend the game to their friends so that it kind of organically reaches its audience its a lot to take in.

I think that I will only be able to really understand how amazing all of this is when I have a bit more distance from the game. Im going on a vacation now and after that, its time to move on.

Sure, Ive spent the last months working on Updates for Mosa Lina, but I havent been thinking about the game for months. The next game has been living in my head since January and when my brain wanders, it wanders there.

Thanks for your attention.

I love you +1

Josh


[h3]Additional Patchnotes[/h3]

- Gungun is heavier and bounces
- Menu system supports Submenus
- Settings are now saved between sessions
- Credits don't repeat untill exhausted
- More dynamic Sound & Music settings
- Mouse aiming is now enabled through the settings
- Keyboard button remapping can now also be accessed throught the settings
- Background rotation can now be disabled in the settings
- Random Fullscreen disabled
- Director's cut can be disabled in the settings (Adding Backflip, Worm, Turtle, etc back into the game)


[ 2024-03-14 16:18:17 CET ] [ Original post ]

The Tiny Patch

We just pushed a tiny patch thingy!

- Raw Random now only has a modification on every 2nd level
- The Moon has a no-grav zone as well as a pull-zone now

These two tiny changes should make the game a bit less aggro :)

cheers,
josh


[ 2024-02-12 19:27:41 CET ] [ Original post ]

The Sometimes Update (& Mac Support)

Yehaw!

More Modifiers
- Sometimes there is a worm
- Sometimes there are bombs
- Sometimes there is the moon
- Sometimes some solid tiles are loose
- Sometimes some loose tiles are solid

Tim Apple is happy
- We now have Mac support!

Rawer Random
- Every Level in Raw Random is affected by a randomly selected modifier

Slight Clamp Rework
- Placed clamps move consistently
- You can move clamps without having the item selected
- Clamp ammo -1 (3)

Small stuff
- Fixed some visual bugs
- Removed the mysterious planet that sometimes spawned in boss levels (that was a prototype of the moon modifier lol)

With the backflip and the modifiers done, there's not a lot of stuff to do left before I consider Mosa Lina finished! The next update will be the biggest one yet, but it will also take the longest. Expect more news in early March :)

We'll still push smaller fixes & tweaks and be around for bug reports, of course <3

see you soon,
josh


[ 2024-01-30 19:57:31 CET ] [ Original post ]

The Backflip Update

[h3]You can now do a backflip![/h3]

"Why", you ask? I really wish I had a good answer to that. But it's now in the game. You can Backflip. Yehaw.

It's not intuitive at all, so here's how to do it:
- aim down
- jump
- quickly turn around
- ....
- profit?

Also, some smaller changes:
- turtle now spawns above player & walks
- spikeball spawns above randomly chosen tile
- bamboo is now framerate independant
- clamps can now be moved by aiming up/down
- top clamp no longer hooks to tiles
- gungun only teleports you on death, not on respawn
- small tweaks to some levels
- press f5 in speedrun mode to immediatly start another run
- highest score of session is now displayed in Raw Random mode

Besides the backflip, these are just some more smaller things!
I'm going to do some heavy thinking now, to figure out where the most effective additions to the game can be made with the next update, which should come in the end of January!

Once again, I really want to thank you all for playing the game! Don't forget to check out the Workshop, people have been making really cool levels packs!

cheers,
josh


[ 2024-01-17 15:25:59 CET ] [ Original post ]

The Key Rebinding Update

it's Rollin'Barrel again! you know the drill!!

there's now a menu where you can change all (or none) of your keyboard bindings! it looks like this!


you can access it by going into the Modding Menu (open the Pause Menu -> press the M key) and pressing this button!!


gotta run! see ya soon!


[ 2024-01-10 15:03:46 CET ] [ Original post ]

The Performance Update

Rollin'Barrel here! hi again!

me and wombat have made a bunch of adjustments to the game to make it run faster! and in some cases a lot faster!
so yeah, that's a great opportunity to play a bunch of Workshop Levels that were previously running kinda slow
(also there's some small new things in the Level Editor if you're into that!)

that's it that's the update! see ya soon!


[ 2024-01-04 18:58:45 CET ] [ Original post ]

Workshop support is now a part of the main game!

hello, Rollin'Barrel here!
nice to meet you/been a while! (<<< pick one)

we're finally at the point where all of the things i've been working on for the last couple of months don't crash the game anymore! hooray!!!!
from now on, all of the improvements that were previously only available in the Level Editor beta branch are a part of the main game!!
this includes:


  • Level Editor with Steam Workshop support
  • revamped Controller handling using Steam Input (if you've previously set the Steam Input Override to Disabled, try reenabling it now!!)
  • your status in Steam now also shows your friends how much levels you've completed in your current run, as well as which Level Pack's level you're currently playing!
  • in-game timer in speedrun mode should be more accurate
  • planet's gravitational pull have been weakened... for now???


you can access the Modding Menu, where you'll find all of the Level Packs you've subscribed on Workshop as well as the Level Editor, (and maybe something else in the future? ) by opening the Pause Menu and pressing the M key on your keyboard!

keep in mind that the Level Editor itself is far from being complete! it's still a bit jank to use, and is missing a bunch of things! and yet, people have already managed to create a lot of insanely cool levels!!! check out the Workshop and see for yourself!!
you can find the (a bit outdated! but still mostly accurate) quick rundown on how to use the Editor in this post: https://store.steampowered.com/news/app/2477090/view/3770135976890854170?l=english (go straight to the Using the Level Editor Beta section!)

i think that's it for now? unless i've forgotten something and will have to edit this post in 10mins
k cya byeeeeeeee!


[ 2023-12-19 15:51:49 CET ] [ Original post ]

The Turtle Update

3 new tools!
- sometimes a turtle appears and you have to keep it alive
- phaser moves a bit faster
- Raw Random Big Level Bug Fixed
- Raw Random stuck in empty screen Bug Fixed
- some other tweaks I have forgotten about

This is going to be the last update for a while, I need to take care of some other stuff & clean up the code a bit to get ready for some big additions in december

thanks for playing & enjoy :)

josh


[ 2023-11-21 21:28:40 CET ] [ Original post ]

The Stabiliser Update

*Please note that this update will take some time to propagate to the Level Editor Beta!*

[h3]Two New Gamemodes[/h3]
- Speedrun Mode (more precisise timer, sped up animations & score)
- Raw Random Mode (endless amount of completely randomly chosen combinations)

[h3]Gameplay Updates[/h3]
- Stabiliser is now called Camera & shoots little capsule in the opposite direction
- Reroll directly from the item screen by pressing R/Y
- 1 out of the 9 levels will spawn a falling spike block
- Cannon Projectiles now explode rather than float

[h3]Quality of Life Updates[/h3]
- Fixed the "stuck on continue" bug
- Recordings shoulnd't be cut off anymore (will take some extra time to compile though)
- Various Sound effects are now affected by mute
- A bunch of other small stuff
- Removed Debug Key Access (hold down jump to speed up animations though)
- Replaced Timer & Attempt count with level names & affirmation

[h3]New Content[/h3]
- 15 new Boss Segments
- A few new Levels


More Cool stuff is on the way!
Next update comes next week, hopefully with some new tools!

We are suuuper close to selling 10.000 units, thank you so much all for your continued support!


Cheers,
josh


[ 2023-11-10 16:17:24 CET ] [ Original post ]

Level Editor Beta - Available Now!

Our very own Rollin'Barrel has been working on a Level Editor and the first Beta is out now!

- Make your own Level packs!
- Upload them to Steam Workshop
- Play each other's Levels!

Keep in mind that the Level Editor is still in it's early phases and we're doing this Beta to get more info on crashes and bugs!

[h3]Acess the Level Editor Beta[/h3]

- Right click Mosa Lina in your Library
- Select "Properties"
- Select "Betas"
- Select "Level Editor Beta"

The game should now update, downloading the version that has all the new functionalities. If you want to get back to the base version, just select it in the "Betas" Menu.

Please keep in mind that the Level Editor Beta will lag behind the latest updates to the normal game.

[h3]Download User Generated Levels[/h3]
- Go to the "Workshop" tab on the steampage of Mosa Lina.
- Select a Level Pack (you can find them under "items")
- Subscribe to the Level Pack

This will then update your game again.

[h3]Access User Generated Levels[/h3]
- start the game and enter any level
- enter the pause menu (using esc key)
- press "m" or "~" on your keyboard
- the Level Editor Menu will now open!

There you can add / remove level packs from the game!
You can also remove all of my levels, to create a truly custom experience!
Toni has already made some really devious & extremely creative levels, check them out :))

[h3]Using the Level Editor Beta[/h3]

For now, the Editor is not very polished, so navigating it will require some trial and error.

The Level editor currently works in "packs".
One Pack contains 9 levels and can be exported to Steam workshop by pressing the little Arrow symbol in the bottom left corner of the screen.

- press "m" or "~" to switch between editing and testing mode
- ctrl+y, ctrl+shift+z, etc all work as expected
- Click on the little circles on the top of the screen to switch to editing another Level
- Right click objects that have a pin to access the object's pin menu
- Right click empty space to add stuff
- Ctrl + drag stuff to fast copy
- Shift + click to add/remove objects from selection
- Add to selection w/ Shift + mass selection
- Remove from selection w/ Ctrl + Shift + mass selection
- Ctrl+C, Ctrl+V (works across both levels and level packs)
- Drag the rotaty thing to rotate things

It's a bit of a learning curve, but you're smart, you'll figure it out :)

Once you have pushed your Level Pack to the Workshop, everyone else who uses the Beta can add it to their game!

[h3]Closing Statement[/h3]

I want to once again thank Rollin'Barrel for all the work he put into this! We're going to keep working on the Editor to improve it over the next months! If you have suggestions / Bug reports, drop by the Discord

After having gotten really used to playing my own levels for the last 7 months, it's going to be really cool for me to play all your levels :)))

Cheers,
Josh








[ 2023-11-01 13:55:27 CET ] [ Original post ]

The Tech Update

Thank you all for your support & feedback during the Launch!
Special thanks to JG, RollingBarrel and Phillip for helping me with LInux for so long!

It took me some time to get my bearings, but now I am happy to present the first Update!

TECH
- Linux build available now!
- Steamdeck support!
- Steam Overlay should work now!

OBSTACLES
- Reworked Cannons (start asleep & can wake up, projectile weightier)

TOOLS
- Portals can now be deleted
- Tentacle rotation force is a bit stronger
- Rocket now moves less while preparing for launch
- Rocket sfx now affected by mute option
- Pomegranate limited to 2 ammo
- Destryoed butterflies no longer kill you on teleport

LEVELS
- 20 new levels with cannons
- put that one fruit in the one final level a bit lower lmao
- fixed wonky tile-angles on first attempt at final level
- box that allows you to access the Discord has been added back

USER INTERFACE & MISC
- timer only counts up in levels
- added attempt-counter (but it starts at 0 attempts, wups, my bad)
- added UI to show which tools got removed
- added in-game & UI indicator that a level's portal position has been randomised
- background rotation has been slowed down a bit
- improved steam icon

CONTROLS
- nerfed Jumpspam (you can only triplejump now)
- hold JUMP down for one second to skip the tutorial and speed up all animations
- controller can jump with triggers and switch with bumpers (not yet explained in control screen)

THE FUTURE
I want to keep updating the game for the rest of 2023! Now that the tech stuff finally works, I am looking forward to focusing on content (new tools, levels & obstacles) and a new Final Level generation code :))

cheers,
josh


[ 2023-10-20 16:12:11 CET ] [ Original post ]

final demo update!

Mosa Lina launches in a few hours!
Exciting!

But having a free demo on the page appereantly stops people from checking out the full game. It's algorithm magic and I am following the advice of a very wise wizard :)

Shortly before Launch, I will remove the demo from steam!

Of course I still want people to be able to play the demo, so, later today, I will upload a html build of it to itch.io and newgrounds, where it will stay online until all servers turn to sand.

Hope that's okay with everyone :)
More announcements soon!

cheers,
josh


[ 2023-10-17 13:16:05 CET ] [ Original post ]

mosa lina demo update #2

9 new levels
- 1 new tool (the deleter has been swapped out with the phaser)
- controller issues still plaguing us, but attempts are made!


[ 2023-10-09 22:51:29 CET ] [ Original post ]

mosa lina demo update 01

just a small bunch of little fixes :))

- backgrounds rotate slower
- press B on keyboard at any time to stop/start background rotation

- all controllers should work now (hopefully ^^)

- removed the ability to jump off of projectiles you just spawned
- spears kill frogs

- changed one level that was beatable without tools
- unstuck a cannon
- cannon projectiles despawn after 10 seconds
- cannon projectiles are smaller and floatier


[ 2023-10-05 11:06:25 CET ] [ Original post ]