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(+1)

Could be a fun mobile time-killer if polished! But please, never EVER mix pixels of different sizes! You can ensure this doesn’t happen by deciding on a resolution for your art in advance and drawing everything as if the window’s size was as small as your art pretends it is. In Godot, you can accomplish this by going to the Window section of the project settings, setting the viewport width and height to the smallest values, at which your game would render pixels at a 1:1 ratio, setting stretch mode to “viewport” and scale mode to “integer”.

(+1)

Thank you for the review. It was a deliberate decision for us to mix different pixel densities, as we weren't aiming for strictly canonical pixel art. Maintaining a consistent ratio was challenging due to the cat changing in size, and using a preset viewport would have made it appear even jankier. I'm aware of the standards within the pixel art community, and apologize if our game disappointed you. We weren't aiming for that traditional look.