I played it in a regular DSi, with aspect-correct scaling. Without scaling, I couldn't read anything.
But as I said, it may be because I need better glasses. I'm 45 years old.
I hear you. Also 45, and while I don’t need glasses I will admit playing on a real GBC can be taxing in a way it wasn’t 30 years ago.
The slightly larger screen of an Analogue Pocket is fine.
I’ll think about how to handle this. It may be that I go with a slightly larger font, but I don’t want to go big; I was trying to avoid the massive fonts you got in games like Dragon Warrior III: https://i.imgur.com/MwAFdZO.png
Where you have to scroll text constantly. Maybe there’s a middle ground.
Thanks. The only text that really needs it is the dialogue text (logbooks, characters talking). The GUI text (menus, status bar) is fine enough as it is because once we memorize it, we can easily figure out what's written.
By the way, I suggest making all pick-up items blink in a subtle way, to make them easier to distinguish from the scenery.
And when playing in the DSi, with the SuperGameBoy borders option enabled, the game displayed a checkerboard pattern in the borders of the screen. I guess the SuperGameBoy reads the border art data from the game's ROM, because some other games display an unique border with that option active, so it would be nice if you can add SuperGB border art to this game.
Just realized I forgot to comment here, but I have implemented a new super gameboy border that will show up in the next version - it looks a bit better than the placeholder grid I put up earlier.
And yeah, I was planning on cycling the palettes I use for pickups so that they “shine” periodically - I know at the small size they can be hard to see/identify as pickups.
I don’t know if I’ll bother for the demo but it’ll be there in the full game.