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Hey insomniac_lemon, thanks for the advice ๐Ÿ‘

Unicode characters can go a long way indeed, but...  you need to have a bitmap font that has all the ones you want to use :-) The one I used for Dungeon Mercenary was quite complete w.r.t. to others that were available, but it was really years away from the font you have in a browser.

Interesting point about the too many hovers. I had never thought of that.

Thanks for your feedback, very much appreciated ๐Ÿ™

Yeah, I see. I did some basic font tests in Godot, desktop exports seem great for basic unicode characters as system fonts have it. Web exports don't seem to allow any fallbacks, manually downloading Twemoji.Mozilla.ttf gives what I expect for color unicode but doesn't provide the basics except for some that got upgrades. These are vector and I can use multiple fonts (and a custom font providing just what's needed might even be a good option), though using a label in a tilemap is actually a bit clunkier than designing a polygon (for repeating tiles). But it could work (far easier to get the visuals than the rest of a game), though I'm not really a developer.


For some context on my previous comment, I've had a few runs where I get a lot of the same type of equipment but none of it is really better (unforge-able or I'd need to backtrack), which I guess is a common roguelike frustration. I have made it to level 7 a few times, but it's a bit unfortunate that data (scores, achievements) is lost as soon as the page is refreshed. On the pixel version, lacking permadeath is somewhat of a hinderance when I start dying in the 2nd dungeon sooner than the initial death.