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(+1)

Thank you for your suggestion.

Yes, that's already on my list. That all menu sections, modules and UI are freely scalable and work for all resolutions. But for this to work, I first need to have a clear and finished picture of the UIs, menu, etc. and a little more routine in anchoring them properly and keeping them readable.

This will be tested in the upcoming alphas and betas of the demo. I am currently in the process of fixing the remaining bugs I found. Writing a save and load system as well as a resource system, metaprogression system and a statistic at the end of each level so you can see and analyze your results. When all the menus are in place and optimized for functionality, I can also take care of optimizing it for different resolutions.

After that I'm going to make a planet map so that you can choose different missions and finally the first boss fight. Then I make sure that the options are added. Showing and hiding damage numbers, changing the font for better readability for players with dyslexia, for example, and generally a lot more settings to personalize your game experience.

That's a good plan, though the game is unplayable for people who have a smaller resolution at the moment.