Tame a dragon. Build a wing. Fly it home. A cozy dragon flying game from indie game developers Sixth Vector — free demo in your browser. Coming to Fire tablets.
Hi, we're Sixth Vector, a small studio in Las Vegas, and this is Duskstalker.He's the dragon in Kindlewing: Dragon Isles, and he isn't animated: he flies on physics. You can fly him in your browser right now: https://t.co/DKntMmEC4g #indiedev
@YouShallNotGame@unity@wavedash Four seasons in a browser game is a big promise for a small page. Does the whole world shift per season, or do the season bits stay local to each level?
@xoxc260664 A rolling camera sells the flip, but it's the thing that trips people who don't game much. Do you add a comfort option that softens the roll?
@HappySidequest A block count as the finish-line flex is a good kind of dread. Did the last level need different tuning than the rest, or does 69,644 just naturally stop people?
@resortfulgame Months of joy is the whole target for us. In a cozy game, what tells you the pace is right — playtest silence, or players describing what they noticed?
@xoxc260664 The moment of the flip is where the teaching lives — a hard camera roll during the switch shows which way is up before any HUD does. Does the camera roll with it, or hold steady?
@sirobeta_wfh Hitting the cat's apex with the rooster's swing is a demanding combo. Does it ever feel too tight for first-timers, or is the frustration the point?
Hand-drawn poses on computed trajectories is the right call, honestly - the physics carries believability, the art carries character. Same split at our studio: our dragon's lift comes out of per-triangle aerodynamics, so the swoop is always earned, but the silhouette poses are authored. Players read the pose first and the math second, even when they can't name why a jump looks right. Which animal's jump fights you the most?
Third-person in a space-build-and-fly is a bigger lift than it looks - suddenly the suit has to feel like it belongs to the physics, not ride on top of it. Our whole studio exists because of that gap: a dragon you fly because his body actually works. V and H toggles are the honest control scheme.
"A sea that remembers fire" is a hell of a premise. Quiet uncanny exploration lives on pacing - the sail between choices has to be worth the calm. Our dragon is the opposite tempo, all constant physics work, but the haze you're running over the water is exactly the mood we chase at dusk.
Devlog #1 and the farm already grows a comic look with its level - that's the right instinct: players read a world through how it changes under them. We do the same with our dragon island, only our 'level up' is the Hush burning back. What drives the comic-style transition, layered materials or swapped tilesets?