MansOlson
banner
mansolson.bsky.social
MansOlson
@mansolson.bsky.social
I make games! I'm also a Magic: the Gathering player.

Game Director on Minecraft Dungeons, previously lead designer on Scrolls. Opinions my own, working at Mojang.
What a wild looking place!
October 24, 2025 at 10:21 AM
What a wonderfully cute guy
October 12, 2025 at 2:46 PM
!!! Who is this friend?
October 12, 2025 at 1:00 PM
It’s so annoying. I’ve mostly noticed when it happens for Wikipedia article excerpts in Google searches.
October 5, 2025 at 12:05 PM
I mean, I guess the one thing that could possibly make blockchain bearable is if you stapled something really good (Holedown) to it for balance? Maybe it makes sense from their perspective!
September 30, 2025 at 12:49 PM
I bet! Game dev is never just easy, is it?

Anyway, made me excited to see all those very entertaining people being part of it.
September 28, 2025 at 4:58 PM
I’m stunned! What a cast. Must have been so fun to work on!
September 28, 2025 at 4:53 PM
I know this creature! (I guess both of these creatures?)
September 17, 2025 at 6:43 PM
Do what you need! Know that I’ve appreciated your posts and your words.
September 13, 2025 at 7:39 AM
Got it. It’s the type of system I can easily see go wrong. It’s a bit of a surprising I like it as much as I do in the games I’ve seen it it, but I think very careful balancing of income and outlets is probably why.
September 11, 2025 at 7:31 AM
Aha. I think part of the reason it’s working well in the souls games is that you rarely carry very much of it. And even when you lose a ”big” amount, you’ve usually made some progress and found enemies that drop more. Is that different in Hollow Knight / Silksong? Are you frequently holding lots?
September 11, 2025 at 7:24 AM
Is it the same as in the souls games? I like it not for boss rooms, but elsewhere because it encourages a natural ebb and flow of the pace. Go fast, then slow it down and be careful when you have something to lose. Though I think increasing drops is key (as you quickly recover any lost progress).
September 11, 2025 at 7:05 AM
This looks fun!
August 26, 2025 at 12:30 PM
Big time. Love Flywrench!
August 26, 2025 at 7:04 AM
Vi har en sådan! Tyckar att den funkar bra.
August 19, 2025 at 12:38 PM
I don’t use a lot of adobe software, but there’s a bunch of others that do the same thing. I feel like it’s sneaking in everywhere. :(
August 19, 2025 at 9:22 AM
It’s just awful. These things are everywhere, never useful, always annoying, and quite often modal dialogs or banners that you can’t close or minimize. It’s as if the world has collectively forgotten every sane way to make UX.
August 19, 2025 at 9:04 AM
I am hanging on to two domains since my university days in the same way. It feels like a bad idea but I can’t bring myself to let go.
August 18, 2025 at 9:49 AM
I know this feeling so well. My thoughts are with you, hope things work out ok.
August 12, 2025 at 12:14 PM
And so hard / a real skill to get right! Granted, a lot of it is subjective, but making a game feel good is definitely a skill that can be learnt and takes time to master.
August 11, 2025 at 5:02 PM
It’s one of my favourite games. Elegantly simple and different. It’s also by @messhof.bsky.social, who has a pretty strong track record!
August 11, 2025 at 4:55 PM
This type of movement being rewarding is also precisely the space I keep thinking of making a game in. I have a semi-developed idea for how to go all in on this theme, but finding the time and energy for personal projects is a challenge.
August 11, 2025 at 4:26 PM