Dragon Feeder!!!
For the first time ever, Williams' story comes to PC. Defend your village and slow the dragon's assault with over 90 levels. Sign up now to only pay 6 dollars a month instead of 50 for more lives.


The game is offically in BETA. See more updates on Twitter: @EnveraInt
Regular
![]() cherry |
2% pushback |
![]() apple |
4% pushback |
![]() strawberry |
6% pushback |
![]() banana |
8% pushback |
![]() chicken_leg |
10% pushback |
![]() chicken_wing |
12% pushback |
![]() steak |
14% pushback |
![]() cake |
16% pushback |
![]() cake_2 |
16% pushback |
Golden
![]() cherry |
4% pushback |
![]() apple |
8% pushback |
![]() strawberry |
12% pushback |
![]() banana |
16% pushback |
![]() chicken_leg |
20% pushback |
![]() steak |
24% pushback |
![]() cake |
28% pushback |
Game Items
![]() food box |
falls from the sky |
![]() slow time |
slows game time |
![]() strawberry |
explodes |
Updates
01/01/2015
THE CONCEPT

After forming Envera, we quickly came up for a simple and do-able project which we thought would bring gaming back to its roots. We knew we wanted to make a platformer that could further be expanded upon if things worked. So, Julian took a day and quickly came up with over 100 levels on paper. We took these rough concepts and adjusted them to match the difficulty curve we wanted late game. Drawing out the levels also gave us a good idea for the general game assets that would be required. Shown in the preview is the visualisation of our first level from paper to engine.
01/07/2015
The GDD

With the concept in hand, Julian set about creating the Game Design Document which ended up being nearly 50 pages. Despite being a simple concept and a small team, Julian ensured every aspect was covered. Every level had a two-sentence description of the platforms and what changed from the last level to up the difficulty level. The document as a whole was broken up into three parts: The Design, The Art, and The Programming bits. There was a small debate on which engine to use, however after a quick minute, it was decided that with the wide-spread ease of C#, the game would use the Unity engine.
01/10/2015
THE GRIND

And the die was cast. Here we (Envera) spent months coming up with art, menus, systems ALONG with company related tasks. As seen in the image, by this time we had a rough timer up, a coin icon, and a rough dragon. It is also around this time we started posting to Twitter. We originally wanted to have one of every tenth level where the dragon chases the player. That being said, having limited funds meant that even our humble little game needed some cuts. What was also removed were level where the player had to jump from the bottom of the screen to the top where they would unlock a chest and collect golden fruit; which worked like their basic counterpart but more powerful.
01/02/2016
THE TEAM

Being an indie team makes job security and work speed a big challenge. That being said, after one year, the game left ALPHA. Ugly art got replaced and menu art had started to be worked on. This is also the time where gameplay was refined; making sure running, jumping, collecting, and feeding the dragon felt good. Company wise, this is the time we started adding localisation for our webpage. We feel this is the proper time to list some names we feel helped with the game, listed in no specific order. Lindsay Comeau, Chelsea Hibbert, Chris Khodja, Janet Ramirez, Kayleigh East, Lia Castellanos, Maksim Kurennoi, Tomas Lori, Selene Del Torri, Michael, Nikki Panagiotopolus & many, many others whom had a helping hand. We would not be here without you uhnHeart.