🌻 Adam Hannigan
887 posts

🌻 Adam Hannigan
@bumpkinbuilder
Creator of @0xSunflowerLand Builder + Game Designer
Australia Katılım Şubat 2020
42 Takip Edilen6.7K Takipçiler
🌻 Adam Hannigan retweetledi

Good evening bumpkins🌆
I took the time to create a public tier list of your favorite @0xSunflowerLand🌻 mechanics using images provided to us by:
@bumpkinbuilder
You can see my selection below, and if you want to create it yourself, I'll leave a link in the comments👇

🌻 Adam Hannigan@bumpkinbuilder
What are your favourite Sunflower Land mechanics? I've dropped the images below to create your own 👇
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🌻 Adam Hannigan retweetledi

We are working on some better onboarding + conversion mechanics for Sunflower Land. These include:
1. A better starter pack (coins included 🪙)
2. Fake one-time marketplace listing (show them how to buy in a tutorial style) 🤝
3. VIP Trial 👑
The game has incredible retention stats. Our goal now is to move more players into the economic/contributing side of the game 💪

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time flies so fast, 1 year of grind but feels like it's just only weeks since i started grind this game, hope all have anniversary 😂, @0xSunflowerLand @_jealousGF

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🌻 Adam Hannigan retweetledi

@ciscole Good point.
The iterative approach worked well with Sunflower Land. Launching small mechanics at a time & tweaking the economy before building the next.
Designing an entire game pre-launch is a roll of the dice when it comes to Web3 economies 😅
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@bumpkinbuilder Agree! But it’s getting to that point that takes time. Not only do you have to build a great game, but you have to consider the other experience factors that will keep people there. I see a few games working towards it and those that make it out of this crypto winter will be 🔥
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“Build the game first, add blockchain later” has been repeated for years.
But we’re seeing polished, genuinely fun games fail — not because the gameplay is bad, but because the economy doesn’t work.
And the AAA crypto saviour everyone is waiting for isn’t coming.
If players aren’t trading:
- prices collapse
- items lose meaning
- progression gets bypassed by cheap markets
- excitement disappears
When it’s cheaper to buy than to play, players stop playing.
Web3 games don’t just need fun loops — they need trading loops, item utility, sinks, controlled supply, and price bands that match the size of the community.
Design the economy first.
Then build the fun on top of a system that can sustain value.
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@Precioso_0x Beautiful! Nice to see Maneki Neko made the team 😂😺
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Deep diving into the tutorial + onboarding into Sunflower Land again. Our game updates so much that it's important to revisit it every ~6 months.
A few updates going live:
- Clearer indicators around deliveries
- Tweaking early deliveries
- Simplifying modals and dialogues
- Making NPCs look more distinct
- Fixing bugs
We'd like to experiment with engaging new players with our marketplace as early as possible - this is a hook that keep a lot of players in the game. Potentially rewarding 0.1 FLOWER early in-game, and setting up some fake marketplace listings they could buy (for instance, 5 stone for 0.1 FLOWER).
Almost like a marketplace tutorial.
This would help create that lightbulb moment of how they can utilise the economy to progress through the game 💡
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