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Ideal Room Sizes for a Top-Down, Pixel Art Styled Web Game ๐ŸŒ๐ŸŽฎ

A topic by pgraca97 created Apr 25, 2023 Views: 284 Replies: 1
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Hey itch.io community! ๐Ÿš€

I'm currently orbiting a bit of a challenge. I've been coding for quite some time, but this is my first adventure into creating assets and elements for a game. Let's just say it's leaving me feeling a bit "lost in space." ๐Ÿ˜…

I'm working on a uni project that's an educational gamified web app designed as a cosmic-themed escape room. Picture this: a top-down pixel art journey that tests your knowledge of the solar system, accessible through web browsers on various devices. The mission is to make it responsive across different platforms, with a base resolution of 1920x1080.

My dilemma? Figuring out the perfect room size for this otherworldly escape room. Each room needs compartments and mini-rooms for challenges, plus some room to spare for those snazzy UI components.

So, I'm beaming out an SOS to all of you talented folks in the itch.io community: any recommendations on what dimensions I should aim for when designing my rooms? My main priority is ensuring that they're suitable for different devices while still providing enough space for some truly cosmic challenges!

Any help or guidance would be out of this world! ๐ŸŒŸ

Thanks, and happy game designing!

Moderator moved this topic to General Discussion
(+2)

When it comes to supporting multiple devices, I try to design UI with smaller screens in mind first (in terms of physical size, not resolution. 1920x1080 is a fine base resolution.) Scaling a compact, minimal UI up to desktop size is easier than having to squish a complex scene down onto a phone screen. You want to make sure players can see everything in your game clearly, even on the smallest screen size you plan to support.

There's a button in the DevTools panel on Google Chrome that lets you see how a page looks on different devices. That might help you judge how big to make the room.

Also, since it's a pixel art game, make sure you scale the graphics independently of the screen resolution, or else things will appear smaller on high-dpi screens. How you do this depends on the engine you're using.