lol just discovered that some other top indies doing story based games have already given up on mobile, so it's not just me. While things might change in future, it's safe to assume none of my current games in progress will be available on mobile...
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Replying to @WinterwolvesG @pcmacgames
Art wasn't meant for tiny screens and neither is VN text.
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Replying to @duane_moody
game genres matters for sure, but in general the rule of 1% earns 99% of income is even more extreme on mobile than other platforms
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Replying to @WinterwolvesG @pcmacgames
And when that's the case, you can't afford to assume this metric is stable. Phoenix Wright is a game already built to the specs of mobile and adapts comfortably to it, but traditional VNs have text and visuals designed to a bigger form factor.
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Replying to @duane_moody @pcmacgames
The issue was never "will a mobile device have the resolution to show a 1920x1080 page," but "how comfortably can the human eye take in a 20" monitor display's content shrunk to the size of a hand." It's telling that even the crispest ebook readers still default to ~12pt text.
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Replying to @duane_moody @pcmacgames
In theory Ren'Py could have responsive design with zoomed waist-cropped sprites, upscaled NVL/ADV text that break at different points but that's an additional paradigm directors might find frustrating (esp. those who've carefully embedded audiovisual actions inside text boxes).
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for me the biggest problem was the UI. For "standard VN" it could even work somehow (especially on tablets). But the UI of scheduler or even worse the RPGs... and RPGs are my best selling games on PC, so... 
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