![]() ![]() PT: What’s your advice to players who are new? The controls are intuitive, but other than that, “Manyland” seems very open. We still understand remaining concerns, and just to point out, manyzen happiness is our top priority. We wouldn't want that happen to us in another app, and we certainly don't do it for “Manyland.” You can also change your name as soon as you join, and the email never shows anywhere in the world. We would never trigger a post to someone's wall or automatically connect friends or anything. ![]() We fully understand that some people grow a dislike of third party logins. (A benefit technically for us is also that this is one less part to implement, because handling Captchas, password reminders and all these processes can be quite a bit of extra time implementing, time which we can't work on other features.) PL: Almost all interface decisions are driven by: how can we make the interface get out of the way? How to have less buttons? How to have less clicks before you do the things you want to do, the fun things? So the main part of these login buttons was to save people from having to fill out yet another registration form. PT: What was the decision behind having users log in on either Facebook or Google before playing instead of having them create an account through you? Scott is working full time on improving the backend and getting to optimizations we find, and I'm spending a lot of time walking the world and talking to everyone. On some days, there are multiple updates rolling out (if you ever have a small one-second freeze when jumping. We tune it as we go and dynamically adjust to feedback and issues popping up. PL: ”Manyland” is a growing world, including the software and the rules behind it. PT: What are your future plans for the game? I noticed you were very active in your Reddit thread, answering concerns players were having right away and addressing possible problems (e.g., logging into Facebook as opposed to a native login)? PL: Very great! A lot of people liked it, and if someone dislikes it, we love honest criticism as it helps us tune the rules and shape the tools we offer. How has the indie gaming community on the whole treated “Manyland?” 24, your post for “Manyland” frontpaged on /r/indiegaming. We had the chance to meet so many great manyzens already, and hope to meet more and set out on this quest together. The software and the concept need to be filled with life, bonding, creativity, care, and this is where we hope everyone comes in and helps. ![]() We strongly rely on all of us who walk “Manyland” to stick together and evolve into a strong community. We have to add, “Manyland” is very open, and as that, also an experiment. Scott went all in and even quit his day job for this. It truly melted after that as we started co-conceptualizing, and Scott set up the whole technology stack from A to Z and made things work. I was in need of a technical architecture mastermind, and by some stroke of random luck (and the help of a little StackOverflow ad), found Scott Lowe, who's both humble and brilliant. Sitting in front of the concept images, I knew this project was too big to even consider trying alone. Last year, I made the first more concrete concept drafts of “Manyland,” and some of these naturally fell together. A bit later, there was this idea of a multiplayer online creation tool for adventure games, which I always loved to play.Īll these three projects never made it beyond idea doodles, but all stuck with me over the years. where the fun was the shared experience?” Around the same time, I had a completely separate project idea, which consisted of everyone being able to draw in a small rectangle on one shared page to create a bigger combined, daily drawing, with up and downvotes on any grid cell. The first time it shaped into a concrete project was around five years ago when I asked my friends, “What would you think of a world in which everyone jumps around together, like a massive multiplayer platformer. PL: Glad you love it! It's a mixture of many different things, some of which go back to my teen days playing platformer games on the Amiga, drawing in paint programs, and perhaps even, some more years back, playing Legos. What was your inspiration for it - purpose, graphics, game play? Player Theory snatched up the opportunity to talk to “Manyland” developer Philipp Lenssen about the game and how it came to be! ![]()
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