One verb, no jump button
No d-pad, no buttons, no jump. Hold anywhere to compress, release to launch. The launch is not a special case in the code: growing against the ground is what pushes you off it.
One-finger physics platformer
Hold anywhere and the mass compresses: small, fast, hard to push around. Let go and it grows against whatever it is touching, and the push it gets is exactly how much it had left to grow. Wall jumps, pumping, dives — none of them are coded. They fall out of that one rule.
What you get
A run lasts between ten seconds and a minute. Everything else — the regions, the medals, the leaderboards — exists to make you want to run it again three seconds faster.
No d-pad, no buttons, no jump. Hold anywhere to compress, release to launch. The launch is not a special case in the code: growing against the ground is what pushes you off it.
Hillside spends ten levels teaching that small is fast. Cavern inverts it — under water and inside wind, force scales with your radius, so fat is fast. Summit takes the verb away: inside frost your size is locked, so you commit before you go in.
The client never reports its time. It uploads the whole run — one byte per frame — and the server replays it with the same deterministic engine to work out the time itself. A time on the board is a time somebody really played.
Gold, silver and bronze measure the clock. The Feather measures something else entirely: finish having touched the ground fewer than N times. It can be earned on all thirty levels, and it is rarely the fast route.
The replay that proves a time is also a ghost. Pull down any position on a level leaderboard and run against it, frame for frame, on your own screen.
You play from the first second: no account, no email, no password. Progress lives on your device, so a tunnel or a dead server costs you nothing — your times upload when the connection comes back.
How it works
Missing the window does not kill you. It costs you time — which, in a game whose medal is the clock, is the only punishment it needs.
The body shrinks. Less section means less drag, so it rolls faster and cuts through; currents and buoyancy barely reach it.
You launch perpendicular to whatever ground you are touching, and the push adds to the speed you already had instead of trading it away.
The window is short. A pulse at the bottom carries 23% further than the same pulse two units late — and staying expanded is worse than never releasing at all, because drag eats the flight in half a second.
Support
MASA is made by one person. Write to the address below and you will get a reply from a human. For leaderboard account and data deletion, see the deletion section of the privacy policy — it explains exactly what to send and what happens next.