The Archives
iOS Test Wrap-Up

iOS Test Wrap-Up

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.

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In Pursuit of Ethical Monetization

In Pursuit of Ethical Monetization

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.

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Test 2 Wrap-Up

Test 2 Wrap-Up

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.

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Dev Diary #4: Powers

Dev Diary #4: Powers

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.

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Dev Diary #3: Dragon Drop

Dev Diary #3: Dragon Drop

Aptly named for their drag-and-drop convenience, Dragon Drops are here to save the (visual scripting) day! They enable any Unity developer working in Bolt to send values around their project in a portable and powerful way.

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Dev Diary #2: Expeditions

Dev Diary #2: Expeditions

As far back as our original concept for Duple Dragon, going to a variety of places has always been high on the list of features we want in the game.

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Dev Diary #1: Make it Nasty, the Negative Item Redesign

Dev Diary #1: Make it Nasty, the Negative Item Redesign

Hello, Ian here. I’m the main designer and artist on Duple Dragon, responsible for developing the look and feel of the visuals and gameplay on the project. Today I want to talk about items, a catch-all term for the fireworks, rings, and lucky envelopes you collected in Test 1.

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Test 1 Wrap-Up

Test 1 Wrap-Up

Our objective was to see how enjoyable the core experience of Duple Dragon was in its most basic form. If the game at its simplest wasn’t fun and engaging, we would need to go back to the drawing board on Duple Dragon’s fundamentals.

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