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The state of MANAGO in April 2026

by kbrecordzz April 19, 2026 my own works

The creative director (me) and the executive producer (me) of the game MANAGO have smashed their heads together and sat down to write about the current state of the game, to make the actual creator of the game's content (me) aware of what could possibly be done from now on. Here's what they say:

The initial non-strategy of 2026 to not have a strategy and instead be a constant experimenting R&D-department with no deadlines works well, continue with that! The game can be how big or small you feel like, no need to think about that too much.

Continue to work on the details to make the whole better. Do more of what you're good at, or what feels fun to do in the moment. When adding new content to the game, always add it at the bottom of the content lists inside the code. The game is built for streamlined production, where you can just copy-paste new content without thinking about the code's structure and order, to remove mental blocks and thresholds standing in the way of you being creative. You should never have to think "Where should I add this line of code" or "In between which parts of the game does this fit?". The systems are in place for creating many things, trust that they'll let you make whatever you have in mind.

All of the game's concepts already exist as ideas, either in the game or in a notebook or in the back of your head. You don't need to invent new things all the time (because you've worked on this since 2024, remember?). Let the existing ideas grow and wait until their correct place and context in the game pops up in your head and then add them in there. Reuse existing buildings and areas for your new ideas. Everything in the game has a purpose and a thought behind it, so you can't rush this process. Let it take the time needed for it to become good, and remember to take breaks to not overwork the ideas, because if you create but never reflect about it everything will become a mess. Inspiration from the real world is especially effective since it gives the game a feeling of "real", and since you're in the real world all the time you naturally see inspiration without even trying.

Get inspired by real people to get out of yourself when writing characters. You are not a woman so writing women characters doesn't come naturally to you otherwise, for example. Extend existing characters until they become really good side characters, to the level where they can be main characters for the next project.

Some things that couldn't be made in the last game can be created now, because of new technology, experience, etc. Lots of unused material could come to use!

The existing gameplay elements (money, gun, moving objects with or without gun, fire blocks, locked doors and wall blocks, etc) can be combined to make almost everything. Still, focus on what you're good at and what feels good in the moment, and continue on existing ideas and make them work really well instead of creating lots of new stuff. When you start losing yourself in the game while testing it, that's when you've made something worth to keep. It can't be good in theory, only in practice.

So to summarize, the main themes seem to be patience, intuition and finshing what you've started. Now let's see what the next couple of months have in store!


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