If you saw our email last month, you already know that something terrible happened on the Duple Dragon project. When we sent that email the problem was ongoing; we didn’t have the full picture yet so we didn’t feel ready to tell you about it. We’ve fixed things up now, so it’s time to share the gory details with you.
Thanks to a catastrophic failure in the project things are currently on fire here at Duple Dragon HQ. While we scramble to fix things please enjoy this hastily drawn meme, and some shiny new art and music!
Accessibility and challenge can and should coexist, and in this post we’ll share some of our thoughts about what difficulty means to us, why it’s even important for casual players who never experience it, and how this affects our design vision for Duple Dragon.
Dragon Snacks are blog posts focusing on the little things in game development. Small spotlights on features too small for their own blog posts.
Time is the largest and most constant challenge we face in our development of Duple Dragon. Our systems need to give us incredible bang for our buck. They need to last a long time and maintain themselves without constant updates.
Our first iOS test wrapped up yesterday night, and we wanted to extend our sincere gratitude to all of you who took the time to give it a shot and send us your feedback. We learned some valuable insights from you and we wanted to give you a window into our takeaways from the test.
Welcome to our new recurring feature Dragon Snacks — brief looks at things too small for their own blog posts. Enjoy these lovingly crafted hors d’oeuvres while you wait for our next major feature post.
Predatory monetization is a hot topic these days in game development, and all of us at Tripping Whale feel very strongly about avoiding it in our games. That’s why today we wanted to talk to you about the problems as we see them, and how we intend to do better in Duple Dragon.
Having wrapped on April 5, Test 2 is now behind us. Duple Dragon remains a nights and weekends project for us, and we’re very proud of what we got done for Test 2. It was truly a labor of love.
Sure, grabbing fireworks is fun, but wouldn’t it be more fun to have it count for something after you’re done with a level? We thought so too.