App description: Its a dragon vomit harvesting game, and that makes all the difference. - Kotaku

Send a hilarious assortment of dragons on whimsical adventures to gather fabulous treasures!

Dragon questing, gold barfing, treasuring hunting: Dragon Up's got it all!

Features:

Play with dozens of unique dragons like the Hippy and Pug Dragons!
Collect gold and food from villagers to grow your Dragon Roost!
Over 200 magical treasures to collect and craft!
Equip dragons with their favorite treasures for bigger and better rewards!
Discover what lies behind the Forbidden Door of Mystery! Sinister Evil? Untold Riches? Each Dragon hatched brings you closer to finding out!

Its a dragon vomit harvesting game, and that makes all the difference. - Kotaku

Join Dragon Up on Facebook:
https://www.facebook.com/dragonupgame

Follow Dragon Up on Twitter:
http://twitter.com/dragonupgame

jimwagner's comments:
I'm a developer at East Side Games and Dragon Up, the game we've been working on just went live in the Canadian app store and we're looking for feedback!





We're a small indie team and we've got lots more features planned, but I'd love to get some player feedback on where we are at.

Dragon Up is definitely inspired by Tiny Tower at it's core. That was the game that changed a lot of our opinions of freemium games for the better.

Thanks!
12-29-2012, 10:02 AM
#41
The valhalla idea sounds great. I know exactly what you mean by Tiny Tower feeling like work. I quit that game a little after I reached 100. It is odd to me that the types of dragon isn't even. I think the yellow dragons have two rare items (bone sword and flower thing) compared to the rest that only have one.
01-02-2013, 01:13 PM
#42
Yep, we're working on filling those out now. There are actually 4 tiers of dragons:

Common
Uncommon
Rare
Epic

And 4 tiers of treasure:

Common
Uncommon
Rare
Artifact

Right now, only the Rare and Epic Dragons have artifacts, we're working on a better presentation for that stuff...

Have you hit the cap yet?

01-02-2013, 02:06 PM
#43
I watched Sanuku's video and this game looks pretty interesting to me. I like the art and the game's design. Feels like the design takes the base of Tiny Tower in that you build upwards with the new nests, and the elevator etc haha. But then it runs with it, becoming something new entirely - which is something I love to see. The App Store needs more new and unique takes on concepts like this and less imitations.

I'm always fond of developers that are interested in feedback from the players, too. Taking note of the value of being generous with premium currency and giving a variety of things to use it for is also great.

I like this execution by developers like NimbleBit and Godzilab, and this is the type of system that I support when done well. I dislike the crippling of games in favor of IAP, but I'm not against the use of IAP entirely. Making a game fun comes first, and it seems there's emphasis on doing so here.

I look forward to the launch of Dragon Up on the US App Store so I can give it a go.

Last edited by Seil; 01-02-2013 at 02:37 PM.
01-02-2013, 04:15 PM
#44
Yes I hit the cap probably a day or two after I told you I was at 22. Still have yet to level a dragon to 10 though. Quite a grind! Haha.

I realized that trying to fuse a common item to level 10 is quite hopeless. I did the math awhile back and I think it would have taken over 500 of a level 1 item to get it too lvl 10. Have you guys ever thought of having the fusion working by an experience method rather than just two of the same item?
01-02-2013, 04:18 PM
#45
Quote:
Originally Posted by Seil View Post
I watched Sanuku's video and this game looks pretty interesting to me. I like the art and the game's design. Feels like the design takes the base of Tiny Tower in that you build upwards with the new nests, and the elevator etc haha. But then it runs with it, becoming something new entirely - which is something I love to see. The App Store needs more new and unique takes on concepts like this and less imitations.

I'm always fond of developers that are interested in feedback from the players, too. Taking note of the value of being generous with premium currency and giving a variety of things to use it for is also great.

I like this execution by developers like NimbleBit and Godzilab, and this is the type of system that I support when done well. I dislike the crippling of games in favor of IAP, but I'm not against the use of IAP entirely. Making a game fun comes first, and it seems there's emphasis on doing so here.

I look forward to the launch of Dragon Up on the US App Store so I can give it a go.
I think you'll be pleasently surprised once this game goes live in the US. I have probably been playing this for about a month now, which is saying a lot as I usually play freemiums for a few days then delete them when I hit a wall or it just gets really boring.
01-04-2013, 01:33 PM
#46
Quote:
Originally Posted by xbtran View Post
I think you'll be pleasently surprised once this game goes live in the US. I have probably been playing this for about a month now, which is saying a lot as I usually play freemiums for a few days then delete them when I hit a wall or it just gets really boring.
512 common treasures to be precise! Yeah that's alot... We've been thinking of doing something cool with Fusion, like maybe when you fuse 2 level 5 commons, they turn into an uncommon. But then that clashes with the idea of having dream treasures that increase gold production, cause you don't want to lose that Common treasure... In any case, we're working on more fun things to do with fusion.
01-04-2013, 06:22 PM
#47
Quote:
Originally Posted by jimwagner View Post
512 common treasures to be precise! Yeah that's alot... We've been thinking of doing something cool with Fusion, like maybe when you fuse 2 level 5 commons, they turn into an uncommon. But then that clashes with the idea of having dream treasures that increase gold production, cause you don't want to lose that Common treasure... In any case, we're working on more fun things to do with fusion.
Yea two commons to uncommons would definitely be a bad idea as you would be stuck with only one maxed out dream item, and two gimped dream items. Haha.

I think it'll be cool to have an experience system for each item. Like a lvl 1 item could take 10 xp to lvl up. Fusing with any other items could give them a certain amount of xp. The higher the item used as a catalyst, the more experience given. This would give items without a dream dragon use.

Unless of course you guys do have some other awesome ideas for the current fusion system, then I can't wait to see it.
01-08-2013, 05:37 PM
#48
Yeah I like that system, kinda like Rage of Bahamut or other Card Collection games. That's kind of where the idea for fusion came from in the first place!

We're submitting an update today that includes new quests, Food Wizards, and more variety for dragon trips. Opening the door is probably still a month away... It's going to introduce a new mechanic where you take your level 10 dragons and send them off to a dragon paradise from which you are trying to dispel evil and stuff. And once a dragon is there, you know longer have to manage it, but it still makes money for you. And that opens up a new slot for buying a new egg! We're excited about it, but it was kind of a Uturn from where we were headed so it's taking a long time to get it in there AND build out the game features at the same time... Silly us...
01-09-2013, 12:30 PM
#49
We hope so! Definitely the pressure is on to hit Feb 1 as worldwide launch, so stay tuned!
01-13-2013, 08:17 PM
#50
Updates live! Downloading now.

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