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Gamexplore > Mobile > Interview: Mother Machine talks inspiration, platforming, and pining for an MMO
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Interview: Mother Machine talks inspiration, platforming, and pining for an MMO

March 25, 2025 14 Min Read
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14 Min Read
Interview: Mother Machine talks inspiration, platforming, and pining for an MMO
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  • MassivelyOP: Who’s Maschinen-Mensch?
  • What kind of issues impressed the studio to provide you with Mom Machine? Was it a love of platformers? A want to do one thing totally different within the roguelike sub-genre? 
  • Watching gameplay footage, I can definitely see some potential inspiration; Mom Machine seems to be a bit like a Donkey Kong Nation or Yooka-Laylee and the Unimaginable Lair. How nicely do you assume that may translate to a roguelike title? 
  • On the entire, what kind of ability flooring and ability ceiling do you assume Mom Machine is attempting for? Is that this for critical platformer followers or is that this slightly bit extra approachable in common?
  • There’s very clearly a playful nature to the characters gamers management, however then the trailers additionally recommend that there are some darkish secrets and techniques hiding. With out spoiling an excessive amount of, can gamers anticipate a type of narrative tonal shift from fun-loving but harmful gremlins to some type of darker overtones?
  • What kind of methods will Mom Machine maintain random map technology from making platforming a bit too arduous to do?
  • What’s the studio’s concept of a well-balanced platformer, particularly since characters can mutate their little gremlin? Do you assume you’ve received a superb combination of skills that permit for a number of playstyles or has there been any indicator that one thing is a required choice?
  • How did the Steam Subsequent Fest demo go?
  • The blurb posted on Steam recommended that navigating ranges doesn’t have a single resolution. Does that imply there are a number of puzzles or paths, or do the degrees generate in such a means that, for instance, one tunnel has extra obstacles whereas one other has extra issues to battle by?
  • What kind of mechanics will Mom Machine provide in an effort to maintain of us attempting and taking part in? Will there be problem modes or leaderboards or further degree tiles?
  • Let’s say, greatest case situation, Mom Machine is a smash hit and persons are clamoring for extra. Clearly that is wanting far ahead into the long run, however would the studio contemplate making enlargement packs for Mom Machine or would it not simply go on to a full-blown sequel?
  • That is one other query that arguably may not be potential to reply, however I’m curious what different kinds of video games Machinen-Mensch plotting? Can we anticipate extra multiplayer titles? Maybe one thing bigger scale? I write for an MMORPG website, so I’ve to ask!
  • We’d prefer to as soon as once more thank Johannes Kristmann for taking the time to reply our questions. Mom Machine will enter Steam early entry on Wednesday, March twenty sixth.

I’m typically fairly choosy in terms of roguelikes, however I additionally actually adore cute-looking platformers, so once I was first launched to Mom Machine, a co-op side-scrolling platformer roguelike from the eponymous Berlin indie Maschinen-Mensch, I used to be each instantly intrigued and really curious. How do these sub-genres mix? Can they? And the way can this be finished in a means that appeals to either side of its identical coin, notably with randomly generated maps?

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For sure I used to be fairly desperate to take a number of of those inquiries to the devs. We chatted with Artistic Director Johannes Kristmann, who talks in regards to the origin of his studio and its newest sport, how these seemingly disparate sport kinds come collectively, and even slightly bit about what is likely to be subsequent for the platformer – and even for the studio’s subsequent multiplayer sport.

MassivelyOP: Who’s Maschinen-Mensch?

Maschinen-Mensch’s Johannes Kirstmann: Maschinen-Mensch is a small sport improvement studio of round 20 individuals primarily based in Berlin, Germany. It was based in 2014 by two former AAA builders, Riad Djemili and myself, Johannes Kristmann. Since then, we have now been engaged on a number of smaller however more and more formidable tasks. The core DNA of our studio lies in exploring the probabilities of integrating subtle procedural technology with gameplay-relevant methods.

What kind of issues impressed the studio to provide you with Mom Machine? Was it a love of platformers? A want to do one thing totally different within the roguelike sub-genre? 

After engaged on Curious Expedition 1 and a pair of, I wished to develop a sport that supplied extra speedy enjoyable and a higher sense of physicality, in comparison with the comparatively dry, turn-based nature of our earlier tasks. Platformers—particularly these with a heavier, extra practical really feel—have at all times fascinated me. The prospect of making use of our experience in procedural technology to the platformer style was notably intriguing.

Watching gameplay footage, I can definitely see some potential inspiration; Mom Machine seems to be a bit like a Donkey Kong Nation or Yooka-Laylee and the Unimaginable Lair. How nicely do you assume that may translate to a roguelike title? 

Effectively noticed! I’ve performed numerous video games for analysis, and the Donkey Kong collection has definitely been a significant affect. I imagine the roguelike components—or a minimum of components of it, as I interpret them—matches nicely with platformers. Exploring a procedurally generated world stuffed with emergent surprises, mixed with joyful motion mechanics, works extremely nicely!

What excites me most is the number of conditions that may come up from the physicality of the sport world and platformer gameplay. The sensation of experiencing one thing really distinctive—moments that occur solely to you—is among the points I like about roguelikes. Seeing these moments unfold in a real-time, physics-driven setting feels extremely particular and is deeply satisfying to discover as a sport developer.

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On the entire, what kind of ability flooring and ability ceiling do you assume Mom Machine is attempting for? Is that this for critical platformer followers or is that this slightly bit extra approachable in common?

I’d say that Mom Machine positively leans towards a extra approachable design. There are already loads of ultra-tight, nail-biting platformers that take a look at precision, reflexes, and frustration tolerance. With Mom Machine, I didn’t really feel the necessity to add to that.

As an alternative, I aimed to create one thing that encourages a extra considerate, strategic strategy to challenges. Gamers encounter conditions that invite artistic options and permit for a number of approaches, somewhat than demanding good timing to execute a predetermined sequence crafted by the designer. I like seeing gamers experiment with the sport world, their skills, and the potential combos they will uncover collectively. This type of free-form problem-solving is precisely what I’m striving for with Mom Machine.

There’s very clearly a playful nature to the characters gamers management, however then the trailers additionally recommend that there are some darkish secrets and techniques hiding. With out spoiling an excessive amount of, can gamers anticipate a type of narrative tonal shift from fun-loving but harmful gremlins to some type of darker overtones?

Sure, completely! Whereas the gameplay and main themes of the sport are playful and comedic, the story that unfolds all through the marketing campaign included within the base sport touches on some pretty mature matters. I imagine this introduction to the world of Mom Machine lays the inspiration for a wealthy, intriguing, and deep lore.

The distinction between the quirky, chaotic gremlins and the intense themes explored within the narrative creates fascinating dynamics that I hope we will increase on even additional sooner or later.

What kind of methods will Mom Machine maintain random map technology from making platforming a bit too arduous to do?

Getting gameplay-relevant procedural technology proper is extremely difficult. We’ve been growing procedural video games since 2014, and the expertise we’ve gathered through the years is what drives the world technology design in Mom Machine.

The key sauce lies within the granularity—the place procedural technology begins and the way it’s balanced with hand-crafted components. With out diving too deep into the small print (although I hope to sooner or later, not too far sooner or later), the caves of Mom Machine are constructed from hand-designed items which might be procedurally stitched collectively and populated with gameplay components.

What’s the studio’s concept of a well-balanced platformer, particularly since characters can mutate their little gremlin? Do you assume you’ve received a superb combination of skills that permit for a number of playstyles or has there been any indicator that one thing is a required choice?

Since we by no means know which mutation a participant has chosen—or what mixture of mutations a bunch might need in a multiplayer spherical—we make sure that the primary path by a cave by no means requires a selected mutation. Nonetheless, many facet routes and non-compulsory rewards do encourage extra subtle approaches.

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That stated, gamers received’t at all times want a selected mutation to beat an impediment generated of their path. Mutations aren’t the one instruments at their disposal—artistic use of environmental components or combining mutations between a number of gamers can result in surprising options.

Our purpose for a well-balanced platformer is to pair a joyful, satisfying core motion system with the liberty to experiment and get artistic throughout the bodily playground our ranges present.

How did the Steam Subsequent Fest demo go?

We’re very proud of the outcomes of the demo. Seeing a wave of latest gamers and exercise is extremely rewarding, particularly after engaged on the sport in relative isolation for the previous few years. Lastly having our creation within the arms of so many gamers—and watching how they overcome obstacles (or break the sport)—is completely exhilarating.

The blurb posted on Steam recommended that navigating ranges doesn’t have a single resolution. Does that imply there are a number of puzzles or paths, or do the degrees generate in such a means that, for instance, one tunnel has extra obstacles whereas one other has extra issues to battle by?

Sure and sure! Relying on the technology, the cave can cut up into a number of parallel paths, every providing totally different challenges. Moreover, the non-compulsory rewards introduce obstacles that by no means have a single resolution however as a substitute encourage a myriad of artistic approaches.

As a participant, I actually dislike when a sport presents a problem the place I’m anticipated to decipher the designer’s intention and easily execute their concept. I need the liberty to play, experiment, and provide you with my very own loopy options to navigate a world stuffed with obstacles and challenges. And I’m assured that with Mom Machine’s degree technology, we’ve achieved precisely that.

What kind of mechanics will Mom Machine provide in an effort to maintain of us attempting and taking part in? Will there be problem modes or leaderboards or further degree tiles?

At the start, there are numerous totally different mutations for gamers to experiment with. Each grants a singular energetic skill that considerably impacts the way you play the sport and what position you absorb a bunch. Discovering the mutation that most closely fits your playstyle is partaking by itself, however the true depth comes from the way it interacts with different gamers’ mutations. The scale of your group additionally performs a significant position—whether or not you’re a part of a small duo, a full four-player expedition, or venturing out alone, pressured to outlive with none further assist.

Past that, Mom Machine has a extremely modular construction. The bottom sport will launch with one biome, a narrative marketing campaign, and a set of mutations so that you can unlock. It is going to be out there at a really reasonably priced value, providing you with an opportunity to strive it out and see if the core gameplay resonates with you.

When you get pleasure from it, we’ll provide an extra DLC at launch, that includes a customized biome, distinctive enemies, new platforming mechanics, and much more mutations to experiment with. We’ve got large plans for Mom Machine, however as a small staff, we would have liked a construction that permits us to increase the sport over time. You’ll be able to anticipate extra DLCs sooner or later, giving gamers the choice to additional lengthen their expertise with further content material.

Let’s say, greatest case situation, Mom Machine is a smash hit and persons are clamoring for extra. Clearly that is wanting far ahead into the long run, however would the studio contemplate making enlargement packs for Mom Machine or would it not simply go on to a full-blown sequel?

We’re absolutely dedicated to increasing Mom Machine with further enlargement packs. There are numerous concepts and thrilling instructions we may discover—not simply by way of distinctive platforming mechanics and gameplay, but in addition in increasing the lore and deepening the story of our little chaos gremlins and their mechanical mom.

That is one other query that arguably may not be potential to reply, however I’m curious what different kinds of video games Machinen-Mensch plotting? Can we anticipate extra multiplayer titles? Maybe one thing bigger scale? I write for an MMORPG website, so I’ve to ask!

Truthful level! Do you know we really experimented with an MMO up to now with Curious Expedition: Rivals?

After experiencing the thrill of designing for multiplayer, I believe it will be actually tough for us to return to strictly single-player video games. Personally, I’m very desirous about engaged on a full-fledged MMO—a few of my fondest gaming reminiscences come from the early days of the style, when every little thing felt potential. Ultima On-line left a deep and lasting impression on me.

I don’t know what the long run holds in that regard, but when we get to completely notice our imaginative and prescient for Mom Machine, I’m assured you’ll have loads of alternatives to maintain reporting on the sport sooner or later!

We’d prefer to as soon as once more thank Johannes Kristmann for taking the time to reply our questions. Mom Machine will enter Steam early entry on Wednesday, March twenty sixth.

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