Drag'n'Boom Ankama ROOOOAAAAARRR! Play as a rebellious teenage DRAGON and burn everything in your path! Roast the neighboring lords and ste… TouchArcade Rating: Free Buy Now Watch Media DetailsROOOOAAAAARRR! Play as a rebellious teenage DRAGON and burn everything in your path! Roast the neighboring lords and steal their gold in order to amass the greatest TREASURE ever held by a dragon. Drag'n'Boom offers you a unique mobile gaming experience. The left side of the screen controls your movement: JUMP, FLY, and CHARGE YOUR PREY. The right side lets you spit fireballs: PILLAGE, BURN, RANSACK… and all in STYLE! Hoard gold and unlock new powers. Launch your enemies into the air and perform series of combos, moves, and EXPLOSIVE ROUTINES! Features/Characteristics • Drag'n'Boom is a fun old-school arcade game combining speed and precision! • Dive into an imaginary medieval universe full of heroes, echoing the greatest arcade and platform games of all time. • Unleash your flames in no fewer than 50 levels and a never-ending world! • The more gold you hoard, the more powerful you become! So what are you waiting for? For it to rain gold! • Take advantage of these powers to strut your stuff with ever more stylish moves! • Blow away your friends' scores with devastating combos! • And don't forget the slow-motion effect, which allows you to shoot with extreme precision. Information Seller:Ankama Genre:Action, Arcade Release:Sep 12, 2017 Updated:Jan 12, 2018 Version:1.1.1 Size:274.5 MB TouchArcade Rating: User Rating: (14) Your Rating:unrated Compatibility:HD Universal Hello everyone! We are proud to bring to you Drag'n'Boom, a dynamic physics based game where you play a young dragon raiding castles to create your treasure. (So you can sleep on it when youre old!). When developing the game, we tried to create a fast paced shooting game, offering a lot of control through dragging and swiping your fingers on the screen, while still offering ways to properly aim to your target through a slow motion mechanism. I'm Loïc, artist and game designer of Drag'n'Boom (Also worked on King Tongue). With Romain, we are the team of two behind this game, helped by Pierre-Jean for the music and Grégory for the sound design. We'll be happy to have your feedback on the game and to discuss about its development if you're interested Here's a GIF to show you what you can do in the game! ColeDaddy Silver Supporter<br>Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze Mar 20, 2010 4,234 131 63 Male Sojourner Washington D.C. #2 ColeDaddy, Sep 13, 2017 This is pretty dang cool. I haven't seen these mechanics implemented in a game until now. I cheerfully plunked down shekels for this action platforming gem Qwertz555 Well-Known Member May 22, 2010 2,318 29 48 #3 Qwertz555, Sep 13, 2017 I only played two levels but dropped the two bucks immediately (though i've not seen an ad). No idea how the game evolves, but the top responsive controls are spot on. And they developped my beloved King Tongue. This game is in the vain of that. Oh, and it's free. metalcasket Moderator Staff Member Patreon Silver Patreon Gold Patreon Bronze May 24, 2010 11,065 1,342 113 Deepest Circle, Hel #4 metalcasket, Sep 13, 2017 What is this blasphemy? A mobile game in 2017 that takes a tried and true mechanic to create one of the most unique, well thought-out experiences? HOW COULD YOU!?!? Literally played the first level and bought the IAP. I'd do it again if I could. atash55 Member Apr 2, 2014 20 0 0 Game Developer #5 atash55, Sep 13, 2017 Any chances of an android version? shfrost Well-Known Member Apr 9, 2010 432 10 18 Artist Wooded area #6 shfrost, Sep 13, 2017 So good! I haven't seen this mechanic used before, at least not like this. The controls are superb -- this coming from an old guy who can't usually keep up with agile whippersnappers. Graphics are sharp. Animation is excellent. I would have purchased after playing just one level but I didn't want to stop, so I'm now about to purchase after four levels. But I wanted to stop off here to add an additional thumps up, way up! Good job all around. # W8rd3 Well-Known Member Aug 21, 2017 123 49 28 Human paper weight In a human dwelling #7 W8rd3, Sep 13, 2017 Haha I Metal Casket I did the same thing, one level in was all it took to convince me, especially after I found out you could juggle the enemies! This one surprised me, and is a lot of fun, I have a feeling this is going to be the type of game where I'm sad when it runs out of levels terang Active Member Feb 18, 2017 44 3 8 #8 terang, Sep 13, 2017 Yea make survival mode and add skin for the dragon, this game is so damn good KeKhan Well-Known Member May 28, 2012 1,381 43 48 #9 KeKhan, Sep 13, 2017 There is an endless mode I heard, not sure when it unlocks. Agreed with the general response - thus game is awesome. Great controls, great art, great physics. You can launch into a slope just right and the momentum will take you just like that old classic, tiny wings. Later on the levels get more difficult with enemies that fight back (damn those mages!) The different fireballs you unlock have different effects and physics, and I find new ways to play the same game with each unlock. Brilliant Sarok Member Sep 12, 2017 11 0 0 #10 Sarok, Sep 13, 2017 Last edited: Sep 13, 2017 Hi! I'm Romain, the other half of the team. I can't tell you how much your messages and feedback we received so far mean to us! We are particularly happy how you are enjoying the controls, because when Loïc and I started to work on Drag'n'Boom, it was one of the first thing we focused on. And we didn't really think it would take us so much time to get it right. We initially planned to make the game in 3 months, but because of this and many unforeseen challenges, we ended up working twice that time on it. We'd be more than happy discuss about these challenges and the development of the game with you Let us start with the top of our whiteboard at the very beginning of the project: Attached Files: whiteboard-1.jpg File size: 43.8 KB Views: 228 whiteboard-2.jpg File size: 30 KB Views: 85 FiloMJ Well-Known Member May 16, 2015 1,407 22 38 Male #11 FiloMJ, Sep 13, 2017 Only 50 levels? Looks good anyway... shfrost Well-Known Member Apr 9, 2010 432 10 18 Artist Wooded area #12 shfrost, Sep 13, 2017 Good to see you on the forum, Romain. I'm sure you'll get some good feedback from the community, including me once I log a few more hours of gameplay. Congrats on a fine, fun game. Though I've only played for a short time, this is absolutely one of my favorites of the last few weeks. Deserving of much attention and accolades, imo. orangecan Well-Known Member Aug 9, 2011 2,000 150 63 #13 orangecan, Sep 13, 2017 Same here, one level and I was hooked. It's the second game this week that's made me all nostalgic about the way iOS games used to be. Very good fun indeed. (My other one was Tales of the Tiny Planet). juhweetwelwiE New Member Nov 10, 2014 1 0 0 #14 juhweetwelwiE, Sep 13, 2017 I can not find this game in the Dutch AppStore. Will it be released here in the future? 7lilwhitewolf7 Well-Known Member Feb 1, 2012 3,127 15 38 Male Not hear on earth Georgia,Cleveland Ohio,Texas,New York #15 7lilwhitewolf7, Sep 13, 2017 Last edited: Sep 14, 2017 I'm on level 10 with #% ⭐️⭐️⭐️ Street Fighter 2 take no hit! I like the tunes we can blast to plus i have practiced to make perfect on juggling those pesky knights. The surprize challenge that the wizards present iz welcome for me to KILL EM WIT FIREBALLS!!! Hahahahahaaaaaa i'm so silly. Thank You Very Much Loïc & Romain for your fun game. Pierre-Jean & Grégory Y'Alls music & sound efx R on point for flying and blasting through these cool levels. ThnX a bunch! I can't wait to read the story on this teenage fireballer. Keep up the great heArtwork folks! Sarok Member Sep 12, 2017 11 0 0 #16 Sarok, Sep 13, 2017 The game should be available worldwide, although since we released it recently, the search engine on the App Store may take a bit of time to find the game. Until it does, you can find it there: https://itunes.apple.com/nl/app/dragnboom/id1249845602 Sarok Member Sep 12, 2017 11 0 0 #17 Sarok, Sep 13, 2017 By the way, the game was made with Unity. I've just started a thread on their forums as well, where I'll talk about it in a more technical way if you're interested. (https://forum.unity.com/threads/ios-free-dragnboom-by-ankama.495185/) UltraBanaman Member Patreon Bronze Aug 27, 2017 11 0 0 Artist / GD @AnkamaGames France #18 UltraBanaman, Sep 13, 2017 Last edited: Sep 13, 2017 Creative process Hi! Loïc again (Art and GD on the game). Thank you for your messages I wanted to show you the creative process behind Drag'n'Boom. Often it begins in my notebooks. I love notebooks. For me it's like external hard drives for the brain. Here you can see my collection: and the the two I used for Drag'n'Boom. The brown one for the gamedesign ideas. The cactus one one for the Art ideas. When we brainstorm with Romain, I prefer A3 sheet of paper to be able to doodle a lot of ideas on big spaces. Tell me if it you want to see more things about our process. I am glad you like the game. Attached Files: Carnets.jpg File size: 306 KB Views: 294 Dragons.jpg File size: 423.9 KB Views: 292 LD.jpg File size: 158 KB Views: 293 notebooks.jpg File size: 237.5 KB Views: 293 Gluskap Well-Known Member Sep 12, 2015 236 1 16 #19 Gluskap, Sep 14, 2017 I knew it. I knew there was a game with tight controls and similar mechanics. You are also the developer of King Tongue! This one is really cool too. Not restricting the player with time limit in my opinion is a better choice comparing to King Tongue. I have one sort of technical question. Game doesn't feel like 60 FPS on my iPad Air 2. Is it because physics are too much to handle for my device (i know it's old)? Saying this because I have seen a lot of Unity games on my device running at 60 FPS but they feel sluggish, maybe it has something to do with camera I don't know. BTW I always love to see game-dev behind the scene stuff. Thank you (both) for that. MarsMachine Member Sep 29, 2013 8 0 0 Zurich, Switzerland #20 MarsMachine, Sep 14, 2017 Last edited: Sep 14, 2017 You Sir, are awesome! So cool to see the most important processes are still hand made (drawn). I love your art style! (You must log in or sign up to post here.) Show Ignored Content Page 1 of 4 1 2 3 4 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
This is pretty dang cool. I haven't seen these mechanics implemented in a game until now. I cheerfully plunked down shekels for this action platforming gem
I only played two levels but dropped the two bucks immediately (though i've not seen an ad). No idea how the game evolves, but the top responsive controls are spot on. And they developped my beloved King Tongue. This game is in the vain of that. Oh, and it's free.
What is this blasphemy? A mobile game in 2017 that takes a tried and true mechanic to create one of the most unique, well thought-out experiences? HOW COULD YOU!?!? Literally played the first level and bought the IAP. I'd do it again if I could.
So good! I haven't seen this mechanic used before, at least not like this. The controls are superb -- this coming from an old guy who can't usually keep up with agile whippersnappers. Graphics are sharp. Animation is excellent. I would have purchased after playing just one level but I didn't want to stop, so I'm now about to purchase after four levels. But I wanted to stop off here to add an additional thumps up, way up! Good job all around. #
Haha I Metal Casket I did the same thing, one level in was all it took to convince me, especially after I found out you could juggle the enemies! This one surprised me, and is a lot of fun, I have a feeling this is going to be the type of game where I'm sad when it runs out of levels
There is an endless mode I heard, not sure when it unlocks. Agreed with the general response - thus game is awesome. Great controls, great art, great physics. You can launch into a slope just right and the momentum will take you just like that old classic, tiny wings. Later on the levels get more difficult with enemies that fight back (damn those mages!) The different fireballs you unlock have different effects and physics, and I find new ways to play the same game with each unlock. Brilliant
Hi! I'm Romain, the other half of the team. I can't tell you how much your messages and feedback we received so far mean to us! We are particularly happy how you are enjoying the controls, because when Loïc and I started to work on Drag'n'Boom, it was one of the first thing we focused on. And we didn't really think it would take us so much time to get it right. We initially planned to make the game in 3 months, but because of this and many unforeseen challenges, we ended up working twice that time on it. We'd be more than happy discuss about these challenges and the development of the game with you Let us start with the top of our whiteboard at the very beginning of the project:
Good to see you on the forum, Romain. I'm sure you'll get some good feedback from the community, including me once I log a few more hours of gameplay. Congrats on a fine, fun game. Though I've only played for a short time, this is absolutely one of my favorites of the last few weeks. Deserving of much attention and accolades, imo.
Same here, one level and I was hooked. It's the second game this week that's made me all nostalgic about the way iOS games used to be. Very good fun indeed. (My other one was Tales of the Tiny Planet).
I'm on level 10 with #% ⭐️⭐️⭐️ Street Fighter 2 take no hit! I like the tunes we can blast to plus i have practiced to make perfect on juggling those pesky knights. The surprize challenge that the wizards present iz welcome for me to KILL EM WIT FIREBALLS!!! Hahahahahaaaaaa i'm so silly. Thank You Very Much Loïc & Romain for your fun game. Pierre-Jean & Grégory Y'Alls music & sound efx R on point for flying and blasting through these cool levels. ThnX a bunch! I can't wait to read the story on this teenage fireballer. Keep up the great heArtwork folks!
The game should be available worldwide, although since we released it recently, the search engine on the App Store may take a bit of time to find the game. Until it does, you can find it there: https://itunes.apple.com/nl/app/dragnboom/id1249845602
By the way, the game was made with Unity. I've just started a thread on their forums as well, where I'll talk about it in a more technical way if you're interested. (https://forum.unity.com/threads/ios-free-dragnboom-by-ankama.495185/)
Creative process Hi! Loïc again (Art and GD on the game). Thank you for your messages I wanted to show you the creative process behind Drag'n'Boom. Often it begins in my notebooks. I love notebooks. For me it's like external hard drives for the brain. Here you can see my collection: and the the two I used for Drag'n'Boom. The brown one for the gamedesign ideas. The cactus one one for the Art ideas. When we brainstorm with Romain, I prefer A3 sheet of paper to be able to doodle a lot of ideas on big spaces. Tell me if it you want to see more things about our process. I am glad you like the game.
I knew it. I knew there was a game with tight controls and similar mechanics. You are also the developer of King Tongue! This one is really cool too. Not restricting the player with time limit in my opinion is a better choice comparing to King Tongue. I have one sort of technical question. Game doesn't feel like 60 FPS on my iPad Air 2. Is it because physics are too much to handle for my device (i know it's old)? Saying this because I have seen a lot of Unity games on my device running at 60 FPS but they feel sluggish, maybe it has something to do with camera I don't know. BTW I always love to see game-dev behind the scene stuff. Thank you (both) for that.
You Sir, are awesome! So cool to see the most important processes are still hand made (drawn). I love your art style!