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Progress Report

Steam Demo Festival Aftermath Aftermath - How it's going

So I anticipated writing this blog post to talk about the post-post demo festival. What happens after the big spike and what happens if you leave your demo out longer? Because I am only one data point there probably isn't going to be super illuminating info here, this is me more or less looking at some charts and wondering out loud.

The Steam Next Fest has everyone put out their demo for a limited time, but optionally you can just leave it out way past the festival. Circumstantially I kept getting requests to localize and translate the demo, which led me to extend the demo's availability each time. The biggest thing that happened though as a result of leaving the demo out longer were these two videos. AlphaBetaGamer released a playthrough of the demo totaling 100k views and ManlyBadassHero then likely saw that and made a playthrough that shot up to 150k views to a combined total of 250k (assuming there isn't crossover). That's a lot! And the spikes were just as high as the demo festival. Not only that but the game did rather well compared to the surrounding videos against even ones that came later. I definitely think the power of it lies in the thumbnail. When making a cover for your game it's not just a way to make your gamepage alluring it also gives youtubers something to latch onto and entice their own audience as well. It tells me there's a symbiotic relationship here when it comes to being organically selected by youtube channels. Help them help you.

Another factor in the youtube blow up is that I think I was just... around for a while. AlphaBetaGamer sounded familiar to me, and I realized they had actually covered Nemoral several years back. So maybe they didn't even need to discover me via the demo festival, and were familiar with who I was beforehand. I also could have sworn this channel had way less views back when Nemoral was covered but now it's a huge powerhouse. Just about everyone that came to me for collaboration or oppurtunities found me through this one video. I guess the takeaway here is that it helps to just be around and be consistent with your genre or branding. You never know who's following you.

Speaking of branding: I advertised on the Blame! subreddit. It's a community centered around a manga that greatly inspired this game. This amounted to about 10k views (on the tail end of AlphaBetaGamer, so hard to know how much it actually contributed). It can be hard to do self promo on Reddit because some subreddits don't allow it in the rules. This particular one is very chill and niche, and generally has posts that have "Nihei vibes." I was very specific (and honest) in my title and just posted the trailer (and only posted the Steam page url when asked). The response was super positive and I've seem to hit the exact value proposition people have been looking for. Definitely going to look into other (self promo friendly) subreddits. I also really need to get back into TikTok.

I've also been spending the past month translating this demo into 6 whole languages with 6 or so other contributors. The experience has made me very used to the process of updating the game and making sure everything is rock solid when it comes time to translate the full game on release. It also made me aware of how to budget the final word count and by extent wrap up the story. More importantly, knowing that I have people lined up for translations and being able to advertise that the game will definately be in these languages on the Steam page will help with the long term marketing.

I keep announcing new languages for the demo, I hope it's not annoying! A lot of questions I get asked are "When's the game coming out?" I imagine followers or would-be customers could care less about the free demo being translated in yet another language. But I imagine there are non-english speakers who follow the game and have been anticipating a language release would also be excited that a slice of the game is now playable.

For the past week or so I've been getting about 50-100 page hits and 20 wishlists per day. This was a far cry from the 5 page hits and 0-1 wishlists I was getting before the festival. There was a huge slump where I just wasn't really marketing the game much which probably means I shouldn't let it slip anymore. The demo festival has had a huge cumulative after effect on the game's reception. It's hard to say for sure but a lot of the sustained page hits seem to come from within Steam, so a lot of outside interest has likely fueled Steam's holy algorithm.

Even with all this success and opportunities that have suddenly lined up, I'm still not exactly confident on how well this game will do. Nearing almost 7k wishlists is great but when you get really realistic and pragamatic for a second, two 100-200k youtube videos converted to about... 5k gamepage hits, that's like a 0.01% conversion! Which then converted to 2k wishlists (which hey, not bad). It takes a lot to get people to even be interested, they say people are more likley to buy something if they see it in 3-4 different avenues. So I think my goal is to diversify and not rely on just one channel. I also need to grab more key art and promotional material that influencers can use instead of the same dang cover art over and over. So there's a lot to consider.

So that's it for this post, next I'll focus on getting this damn game done and elaborating on the progress.


Steam Demo Festival Aftermath  - Was it worth it?

I submitted my game to the Steam Next Fest festival where basically Steam does this mini-E3 thing where upcoming games get their demos showcased for a week. The festival is pretty much like getting on a sale on Steam as it's heavily advertised and since only a certain amount (600) decided to submit their game to (you can only do it once, and you need to be releasing soon) it was a great way to get exposure of the FOMO variety and more importantly: wishlists. Even at their worst wishlists can convert to sales and it's at least a good way to track interest.

I decided to relay my experience during this demo festival to inform other devs how it went as I had a pretty rocky road leading up to the event but in the end it turned out really well for me. This is going to be a long post so sit tight.

Preparing for the event

So I had about 2-3 months notice about the festival, suffice to say I was quite busy during that time with life stuff but considering I had a bunch of content done for the game I figured cutting down the game to a nice vertical slice would be short and easy. However adding in stuff like customizable controls took quite a bit of time and I didn't have the chance to add in remapping controllers (only keyboard) but I did not see too many players remap the controls so the fest was just a good way to deadline the "boring" feature stuff and get it out of the way.

I uh, barely had the build a day before the festival started. Approval usually takes 2-3 work days and this was on a sunday. Needless to say I was freaking out because I wasn't sure what would happen if I didn't have a demo build out (it wasn't super clear). When submitting for approval I put in a note that I was submitting to the Next Fest and the Steam rep expedited my process and I got one of the approvals within hours on a Monday morning. The good thing about Steam is that you always have a human to talk to and ask questions. However I did get my store presence rejected over a really dumb mistake I made.

Steam lets you convert your existing logos to the demo with the green strip. I would have been approved on time if not for this mistake, this cost me 2 hours woops.

Within an hour or so after fixing it I was quickly approved. Another thing to note was just relearning how to upload to Steam. It isn't quite as simple as uploading to itch or whatever, but there was an option for lower than 2 GB games to just upload a zip file and point to what exe Steam needed to open for the game to work. However it made me realize that I should really just beta test the game on Steam, even if your game isn't out you can still upload test builds and ask for beta keys. Updating the game is super easy and fast and your testers don't have to click anything (other than making sure Steam is updated).

Being two hours late

So it's monday and everything got approved a little time after the event starts. It also took another hour for my game to show up anywhere in the tags or the carousel. This was pretty stressful! But eventually the game started showing up and I could rest easy. Basically you reallllllllllllllllllllllllllllly want to have the game ready 5ish days before the festival starts (and not on a weekend) but you know how deadlines can be. If you don't make it well... actually nothing bad will happen, you might only miss out on some initial exposure but it's hard to know what exactly I missed out on without a time machine.

Suffice to say I did a lot of things super late, but the festival is also super forgiving. It's not the end of the world. It seems like the game will just unhide itself once you get fully approved and you release your demo. Also note that the planned date that you set isn't necessarily when it actually releases, if you get approved you can launch the demo any time (even before the event). It was all worth it in the end because...

Number go up

I woke up on Tuesday morning with astonishing wishlist numbers. This was more than any spike in wishlists I've ever gotten and there was still a whole week left. Usually when I get a spike it lasts for a day but the festival kept bumping the wishlists up. After the 3rd day it quieted down. Now I generally expected this, but seeing is believing. Due to the limitations of the event (such as Valve wanting you to release in 6 months) it really acts as a final boost or last resort power up to get some momentum before finally launching. It's super recommended that you go to the demo festival late towards the end of development or if you have a sizable amount of wishlists. People report having their wishlists doubled after the event and as of this writing that looks to be the case.

Wishlists gained, by viral on twitter I mean 300 likes max

There's a way to actually check how you compare towards other games. Check the tab that ranks every game based on their wishlist count, if you click and scroll a lot you can basically see how you place compared to other games. I was in the top half of the list which was pretty good for tracking how well I was doing. There's a trick to checking how many wishlists people have (check the game on steamdb, click charts and then look at the current follower count, multiply that by 10). So there's a lot of marketing research to be gained by being able to see what other upcoming games are doing. If a game similar to you in genre/production value is doing better gains than you then maybe you're underperforming marketing wise. I don't have a direct competitor game aside from one that has a way higher budget than mine (that I'm aware of) so I'm unsure of my performance, but my general goal is 5,000 and I'm at 4,000 after this event. Honestly though it isn't always about the giant spikes but the slow organic traffic you accumulate which I plan to improve in the coming weeks leading up to launch. The spikes only really account for barely half of my current wishlists (and that's the Steam demo festival mostly). On top of that these spikes wouldn't have happened had I not been doing the social media grind (daily growth is fuel and going viral are random hitch hikers you meet along the way, it's hard to know what's out there but you won't know unless you go out there). So it's really worth getting your steam page out there early and marketing your game properly to get the wishlist machine going.

Cumulative wishlists (Purple is the current, the rift between blue shows the wishlist deletes)

Discovery and feedback

One thing to note about the Steam fest is that not just new people will be playing your game but people who have already wishlisted your game, they'll see your game at the very top if it has a demo in the festival (two people have told me this). It's a good thing to keep in mind the different ways this concentrated festival makes non-wishlist holders and wishlist holders react. With 700+ people that actually clicked play on the game, 300+ people played longer than 30 minutes and 1400 wishlists gained it's fair to say that the majority thought the game looked good enough to bookmark it for later without having time to play it.

Most of the gains came from within Steam. There weren't that many visitors from twitter (probably returning people) but it didn't convert to downloads or wishlists as much. Steam is really just like youtube, the discovery rate is wild yet localized and you will perform better as you gain more wishlists (how exactly it works is a mystery just like YT's algo).

Localization and Opportunities

Part of show biz is just showing up. I got a lot of feedback and DMs but more importantly people that wanted to work with me (and a potential face-to-face meeting with a sizeable publisher). One such person was Morgen who not only offered to translate the game into Russian but the demo as well. Since people are more likely to play games translated in their language (Russia is like 2nd place in my page hits) I wanted to widen the net so to speak while the festival was going on. In a mere two days Morgen had everything translated and I caught a lot of bugs with my string conversion system. Morgen not only played my demo but was familiar with my influences (Blame! fan). I also found out due to the way I coded the language file, you could update the text while the game was playing since each time it loads the text it reads whatever's stored in (lazily a text file anyone can open up with a notepad). This made QA super fast and I learned a lot about localization software in such a short period of time.

This chart shows how many Russian speaking users checked out my gamepage, Feb 26 is when I released the russian translation of the demo and made a version of the russian steam page (warning: you'll be converting a lot of logos). Immediately back to almost peak results. This was a good experiment to do especially during the festival, I'm not sure it'd be evident on the slow days. There are no language filters that I can find in the demo festival (but there is on Steam), so having a translated version of the logo will stand out. If you want more interest: localize your game.

Edit: I’ve come back with more wishlist data, even though Russian wishlists gained during the event is 4 times lower than North America the relative gain is 800% than it was before, the mere two days of Russian being available likely accounted for this.

TLDR takeaways

What I would have done differently

-I should have simply gotten my demo done 5 days ahead of time, just like every other deadline I have missed in life. Easy right?

-Steam festival or no, launch or no, game ready or no just get a private test build up and running on Steam ASAP, it'll make life easier

-I wish I had organized my capsule images a little better in neat PSDs and proper titles

-I would have gotten a pre-recorded livestream up a lot sooner though I don't know what difference it makes other than page retention. Having said that, I didn't even know you could livestream at any time and not just scheduled.

-I probably should have scheduled a livestream in advance just to see how it would go and invited friends to watch to get myself up there on the livestream viewer ranking.

-I should have plastered my call to action a lot more (Wishlist Now!) and twitter handle in the title screen, maybe even open up your browser when clicked on)

-On top of that I should have linked my thread where I asked people to submit feedback directly in the game title screen (people might just forget, or not know there's a forum)

-Even more on top of that I might have benefited from opening my discord to all to join. I manage a private discord I've been super neglecting mainly cause I just wanted to focus on the game + didn't want to be overwhelmed. I relied on the Steam provided forum instead.

-Was probably super out of reach but I really should have looked into stat tracking with the Steam API. It would have not only prepared me for achievements but also helped me know what non-vocal players were actually doing and how far they actually got. All I have are just playtimes.

-Announcements! There's two different kinds of ways to announce stuff as if it were a blog. This whole time I was announcing on my dang steam developer page like a clown when instead I could have been broadcasting stuff to 400 followers (insular engagement seems to be better than my 900 twitter followers). When you get down to it: Steam is its own social media. Yet it's a labyrinth to find where everything is and what they're for.

What went right

-Based on testimonials, the cover art is the number one reason people were drawn to my game. It's really worth it to hire a good artist to do a nice appealing illustration

-Cutting controller remapping to save time for the demo was probably a good call as not many people used the keyboard re-configuring feature anyway but it was just a chance to get it out of the way.

-Being late didn't seem to set me back as people aren't exactly in a rat race to download the demos (2nd day was the highest exposure actually). In the end I did get my 200% wishlist boost everyone talked about (hmmm... but could it have been more?)

-While I didn't have it on the title screen, having my Wishlist call to action at the end of the demo reminded twitch streamers on what to do after finishing my game.

-The demo was really short, only 20-30 minutes. I ended it on a hook (new enemy type runs across the screen before going to the end screen door). I think that was the right call as I didn't want the game to overstay its welcome

-Putting up a thread where people could post feedback was really good, I would hotfix the game with any easy to do requests like analog stick support. People like it when you communicate back and engage/discuss.

-Responding to every DM, which had led to the game being translated. The Russian translator Morgen seemed like just a fan in his opening message. So you never know when someone could be a potential collaborator or publisher.

-My robust localization system let the translator change text while they were playing any version of the game since the game doesn't pull text from itself but rather a separate file they could modify.

-Aside from translating the game into Russian, not doing any major features to the demo and just fixing on hotfixes and crashes.

-Searching my game name on twitter/twitch with quotations would show people talking about games they've downloaded. Generally a lot of people will just download a bunch at once and list what they'll be playing on a stream or just generally recommend what they've liked.

Festival Conclusion

So demo festivals as of this writing are definitely worth doing. BUT do them only when you think you've reached your peak on wishlists and you're pretty sure you're going to release soon. Think of it like a score multiplier, you'd obviously wait until the last moment to grab the powerup so you can maximize your gains. Wishlists aren't the end all be all, but they're a good way to track interest in your game. Having said all this I'd say the volume turn out was still pretty low compared to other games. I'm happy with getting to 5k and getting the game out with some amount of interest (it's better than nothing). Overall it's probably best to not scale up or omega-polish the game going forward, people that like it really enjoyed it, I'm not going to be pivoting the game anymore to brand new core mechanics or bold direction and just focus on content.

I'm reminded of a really good article by Derek Yu that speaks to the feedback cycle. I've been through everything he's mentioned in the past week in a super charged way. I decided to extend the demo for a week because I really crave more feedback even if it won't be as frequent as the festival.

Parting Advice

My parting advice to developers using Steam: get your gamepage up early. Do not launch right away, there's a benefit to a long enough development cycle (esp if you're making a gosh darn RPG) as I've had people since 2019 still hanging onto their wishlist. That doesn't mean delaying your game is good, but people don't forget! People can't get your game if they don't know about it. This sounds like simple advice but I see a lot of people ignore it. The demo festival will just be wasted if you don't bother with long term growth.

Stay tuned for my post mortem where I'll likely talk about the sales and how this all ends up going down. For now I'm going to finally play Elden Ring.


Steam Next Fest Demo now live!

I should probably mention this as a reminder that there's now a public demo on Steam to try out (available until Feb 28th): https://store.steampowered.com/app/1126210/the_machine_that_BREATHES/

For those who have done the private test some of the content/tutorial has been slightly revamped but it's mostly a short vertical slice to show the pivot the game has made since.

The game used to focus on giving you a pistol to kill things, but now it's more about evading and using the environment against your enemies. There's still offensive options but lately I've been rethinking about how to make the playstyle more "survive" than "shoot" or dominate. Hopefully that shows in the demo. I welcome any feedback on it.


Upcoming Demo for Next Fest

Long time no blog. I don't typically do updates as I'm definitely in that camp of "prefers to do more than talk." Thanks for being patient on development if you have been following all my updates. It's almost January which means this project is coming close to 3 years of development. The previous blog mentions that hopefully it wouldn't come to that (one year ago...). However three years is pretty common for games produced (but I would not like to make it a habit!).

I decided to commit to uploading a public demo for the Steam Next Fest on February 21-28​. This is not really a big deadline as I already have more than enough content for a short demo, but this gives me some incentive to make the vertical slice features (controls, accessibility, general game loop stuff) as development draws to a close. It's hard to describe where I'm at with this game as it has gone on hiatus several times, but it has been gaining momentum and I'd like to seize on an event that isn't quite a launch but isn't another quiet milestone either. Also there's something actually tangible to play!

The game has gone through some transformation and a better realization of "what the game actually is" seeing people play the demo will be a good way to see how successful the direction pivot is. I will also need to redo some of the marketing to even relay what that actually is (the trailer really needs an update, good lord). Suffice to say the game will not go through any major changes past the demo festival as I'll just be focusing on content and nothing else. I'd like to do a post mortem one day on how I struggled with "game loop vs content" because that's the thing that's been on my mind a lot lately. In future projects I'd like to improve that workflow better since I do not want to spend 3 years of my life force on every major game release that I do! It is a one person project after all, yet I'd like some aspects to change.

So stay tuned for the demo. I'll provide more details as it comes closer. Have a good holiday!

Progress Report

Development Update - Going Into 2021

So status update on the game: I wanted to wrap development up before 2020 ended but with the way things are progressing... it’s not looking that way. The "skeleton" of the game is almost done so to speak, but there's a lot of leftover gaps, I also figured that if I'm not going to finish by the end of 2020 I might as well put the time in to clean up some inner workings.

The main issue has been that the identity of the game hasn't really been fully ironed out, I originally envisioned it to be a 2D Resident Evil clone, but I think it's worth pivoting the game to be more of its own thing. Inventory management, exploration, narrative, and combat are still the main cores of the game, but I think I need to recalibrate in regards to how they relate to each other. I feel like the most overwhelming thing about development has been keeping everything together- this is the first game I’ve made where areas and scenarios aren’t completely linear. What would really help for me is to just sit down and figure how to get all the elements working together and making sure certain things get the attention they need. Not just for the betterment of the game but also for my sanity for when I actually release this thing. Without going into too much I just want to build this game to last, and aside from the 2 major bits of content left to finish I'm just going to put in the extra time to adjust. I wouldn't call it polish necessarily.

That doesn't mean I won't be steamrolling through development, but I also won't be sacrificing my holiday time. I’ll have a release date once I know for sure it’s done, but I’ll keep you updated as it goes along. It’ll be done when it’s done. By January the game will be in its second year of development, which isn't bad considering my last major game took 3 years, so as long as I can finish before then I'll be happy. This game was supposed to be done in 6 months, believe it or not! For future projects I’m going to accommodate for potential roadblocks and become more realistic. Ultimately though, I’d feel really relieved if what I release is something I can be proud of and look back on.

Anyway, keep your stick on the ice and stay safe.


Calling for testers

Have you suddenly found yourself with lots of spare time? You know, due to recent events? Or maybe you're just a nerd like me who is indoors most of the time anyway.

I'm here to ask for testers. The game is currently playable up to the half point, with the later half being rushed to completion as I speak. I'm mainly looking for bug fixes and seeing any gaps the tutorials might have. The demo has an estimate playtime of 2 hours, though the point of this play-test is to also check how long the average new player would take as a casual dev speedrun takes me less than an hour.

The game is a horror game for those who haven't been following. It isn't made in RPGMaker but it does mimic the top down view and controls associated with the engine. So it should be pretty standard fare for most games on the site, sans it not being an RPG. The filesize so far is 70MB zipped.

It being a commercial game made on zero budget, the only compensation I can offer is a free copy of the game via Steam or Itch. Credit also. There will be a discord group and a google doc to manage bug reports and feedback. I'll probably only take a minimum people (10ish) at first since I haven't done testing aside from close friends but feel free to PM me or comment below if you're interested then I'll PM you a private discord server link to join.

Game Design

Resolving Resolutions


So I'm revisiting the topic of resolutions again, because I like talking about it. Last time I talked about how I rolled with 480x270 in Nemoral because that seemed to nicely divide into 1080p displays in multiples of 4. The problem is, it felt a bit... too wide. In Kryopolis I actually tried out a much more tighter resolution... 320x180. The reason for using a resolution, is the details. Notice the bold numbers in this chart.


This is the height resolution being added in increments of 180. Notice anything peculiar? It divides within 1080p 6 times, but also divides into 720 4 times. If you're rocking a 4k display (2160 pixels high) it fits into that as well, and even 1440p. Heck even the weird ones like 900. Look at this Steam chart of all the common resolutions. Though 1366 x 768 is the second most common (cheap laptops probably), 720p is still a nice number for that. Ultimately this is a really good resolution if you want your pixel art game to integer scale perfectly without relying on black borders or weird stretching. A lot of indie games tend to avoid bothering with the integer puzzle, and there's probably a reason why 320x180 isn't that common. However I'd like to go over the pros and cons.

Probably the most interesting thing about this resolution, is that the width is the same as rm2k3, but 40 pixels less taller. It's pretty bizarre that a resolution smaller than retro rpgmaker resolutions ends up being a snug fit for modern displays. The caveat of course, is that it is a pretty claustrophobic display. However if you're used to playing handheld games like the GBA (240x160) or the DS (256x192 per screen) it's still manageable.


Fortunately I'm making horror games where you don't want to see everything a given area has to offer until you explore it. This worked quite nicely with Kryopolis. Though often times I would like to present a rather large area. In the machine that breathes, I created a large city area that you can only really perceive in bits and pieces, maybe that's still enough to make the space feel large. In an RPG I can understand not being able to obtain the perfect money shot that 180p can afford.


I started messing around with side projects and prototypes like platformers and top down action games. What I realized is that sometimes 320x180 might not be enough if your character is covering vast distances. For instance I wanted to make a game where the camera acts like Legend of Zelda and combat happens on a static screen, as opposed to say a dynamic camera that follows you around. 320x180 would probably be fine if I wanted the latter, but for various reasons I desperately wanted a static view for the action game prototype (multiple enemies, being able to see entire bosses, moving fast, to name a few). Thing is it's a game where you can dash half-away across the screen. If you want to move and groove, there's not much wiggle room considering the potential obstacles. Well why not change the dash/movement speed? Where's the fun in that? I wanna go fast!!!!

480x270 "very cool"

Hyper Light Drifter for example uses 480x270, the one I initially started with. It's an action game with a lot of dashing and lots of big set-pieces, it also doesn't obey pixel art restrictions as much with a lot of zooming in and out. It also likes to frame the action somewhat static, moving only in one axis at times and doing the Zelda transition between areas. If the camera was more dynamic, more 1v1, (framing you and the current target) I'd still fall back on 320x180. The problem I have with 480x270 is that it often doesn't FEEL like a retro resolution unless the characters are enormous.


Celeste, my boi, does actually use 320x180 surprisingly. While it tries to keep each jumping challenge in frame it does have to move the camera a bit to compensate for all the jumping action. I'd say it's still good for a platformer provided the player isn't too big and you use per axis scrolling (either y or x, not both). Though if your game is a metroidvania of sorts with a lot of space covering and less about specific jump challenges, it's also worth rethinking this resolution.


Shovel Knight is a weird one. It wants to retain the same height as an NES game, but also wants the widescreen afforded by 16:9. This is impossible, like numerically impossible. However they were okay with not integer scaling the game to 16:9 and made the pixels 4.5 in 1080p. The mad men. The biggest advantage? 16x16 tiles divide perfectly within the space. Most of the other resolutions do not divide by 16 well, meaning tiles will sometimes be cut off.

Back to the machine that BREATHES. (The game I'm currently working on) and has more than contributed my total hours with working with this resolution. I use a very simple camera that tries to keep the main character center at all times. Some small rooms the camera will lock in to place, but for what I need it works. The main way I control the camera is really managing the space (how far a player should be to notice there's a dead end for example). The biggest factor is probably that the screen is 180 pixels high, the player can always see more to the side, which does affect how maps are laid out, and how encounters play out.

320x180 vs 480x270

When a spotlight effect is used to cover most of the area, 180p really does feel claustrophobic than it comfortably needs to be. In Nemoral's 270p it felt necessary, almost... too necessary. 320x180 really does shine in this department. The thing is, it can only be really felt when you're playing these games fullscreen. Side by side in a blog post like this, doesn't really do the differences justice. You could argue that you can always compensate when having more pixels, especially with a spotlight. But when character sizes are the same and spotlights are roughly the same, the amount of black space in the larger resolution gives a feeling of "openness" Really the thing I'm saying is, I now know why cinematographers obsess over screen ratios and how harrowing it must have been to convert to VHS and 4:3 TVs.

Resuming that weird Zelda combat prototype, I decided to do the unthinkable. I did... 384x216 which is 1/5th of 1080p but does not fit in any of the other resolutions I listed at the start.


However for the purposes of the combat flow and design. It looks and feels really good, manages to retain the "retro-ness" and doesn't feel too wide or too big. But also not too small. I suspect it has to do with being used to 180p. As far as monitor "accessibility" goes it's pretty horrible. But hey most people/players don't really notice improper integer scaling. I'll take "gameplay comfort" any day of the week. Having said all that 320x180 is probably going to be my preferred resolution for most games still.

Those are my ramblings on resolutions. Be sure to wishlist my game or follow the blog for more updates, I'm going to try to do stuff like this more on the regular.
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