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 Layout that stays, events that shift - that split is how a world feels lived-in without breaking people's saves. Does a level remember what happened last summer, or does each season start clean?
@resortfulgame What a dog on holiday actually needs beats a petting-zoo bolt-on. Once the dogs move through the lot, guests stepping aside is traffic design. Do you script each guest's reaction, or is it one general avoidance behaviour?
@kimmokaunela Simple wins on a web build: our pines are low-poly silhouettes and the readability still lands. Do the dead variants change the silhouette from afar, or are they a near-camera treat?
@kimmokaunela Ground that answers back is the tell that a forest is alive. Our dragon leans on it too: a downwash disc 12 m wide pulses the grass out on every downstroke. Does the player interaction leave a mark that stays, or does it settle back when they walk on?
We pulled the Hush back last week. A young player told us there was too much to burn and the island was too hard to see. They were right: it now covers under half the land, and every blast clears more.Playtesting beats guessing. Follow along as we build it. #gamedev#indiedev
@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.