Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Did my comment on Ludum Dare already, but for an itch-specific one: you enabled fullscreen in the embedded web version, which allows me to see more status lines (so I can see the full inventory), but otherwise the rest if the game doesn’t seem to support it: the viewport and font is not scaled so we can see a lot of empty space on the left and right, and even some void since the looping background is not made to cover such a big screen (maybe 1080p but not 1440p). So it may be better to disable? That said, if it doesn’t look too bad at 1080p then you can keep it for such users. Would be nice to have a way to go “partial fullscreen” where you scale the game to a certain limit and fill the rest with black bars, but I don’t think Godot has this out of the box.

(+1)

At this point I'm thinking the post-jam version will just have a fixed aspect ratio, and I'll post a dynamically scaling version somewhere else for mobile purposes (if I get around to it).  The only reason I didn't have a fixed aspect ratio from the beginning was because I was hoping to support mobile, but it currently doesn't work on iPhone anyways so that was kinda a bad decision.

OK, I think you mean window size rather than aspect ratio? (which is also good to support, but the relatively small world + small text issue appears when stretching window, even at same aspect ratio). So supporting different sizes should be worth for Android anyway. In this case it’s more important to have bigger text (which also acts as button), this was my main issue when playing text adventure / visual novels on Android. I know you can play with stretching modes in Godot to decide whether to scale text or not with world, so you could try that; or just manually set the size when using a dynamic font.

I meant aspect ratio, in the sense that the reason why I couldn't get good scaling behaviour in the first place is because none of the scaling options in Godot seemed to work satisfactorily when stretching the window into both a widescreen-y shape and a more mobile-y portrait shape. But deciding not to try so hard to support mobile, and instead having a fixed aspect ratio, would free me up to use more sensible scaling options.

Might need to make a separate export for mobile with different settings. I dunno, I'm bad at dynamic UI layout.

(3 edits)

I also noticed the Ludum Dare link (the one in the top-right under Rate this game, and the temporary big one at the top that shows during the event) are not active, you have to open More info to see them. Is some meta info missing?

EDIT: wait, it’s the same for my game. Did itch remove the links too early? There are still 2 days to rate. And normally the top-right link to jam should stay forever…

EDIT 2: oops, I forgot Ludum Dare is not a jam hosted by itch.io so there has never been any top-right link. That said, the top banner should probably still stay until the end of event…

Reported: https://itch.io/t/2861327/ludum-dare-banner-disappeared-before-end-of-rating-ludum-dare-53-may-2023