All fonts are fine, Serif'd current / Serif2 would be best.
This. (serif2 being my fav)
That seems to be the consensus — thanks folks for the input! We'll release 2.0 with one of those two.
I don't think anyone would strongly oppose any font, but perhaps it would be possible to make an option for what font to use?
perhaps you will consider for the final game to let players choose from a game menu an alternative font. Eg. current and Serif'd current look both already working naturally judging from screenshots. Serifes need some more spacing work, not sure if worth an effort.
From a design standpoint we'd like to just have one that stands on its own, though we could implement a toggle like that down the road when we get some more time for user-control options, good idea. They are implemented as bitmap fonts with the system we're using to put them in, so unfortunately it would be a bit more involved than being able to just swap between .ttf fonts, but we may be able to have a select few. We'll adjust the current ones prior to 2.0 for kerning though, definitely.
Will there be an option to disable Vsync ?
edit: couple of other questions
There are some periodic slowdowns in this game, any idea what causes those?
You guys either have a very 'error-free' game, or you're not using Unity's in-built output_log to throw try catch errors, when bugs occur :D
We've had some folks send us their output_log to help with some prior build's saving issues, some with a few thousand lines of errors! I think all the saving errors have been squelched with 1.6, and maybe you've had some remarkably good runs with everything else.
Vsync helps quite a bit visually with moving the camera with the way scaling and render textures are set up. With the pixel art being scaled the tearing can look pretty brutal, we'd advise keeping it on, though I think there's some way you can dive into Unity menus somewhere and toggle it off.
Slow downs are being caused by enemies/NPCs being activated, which is one of the remaining issues that is being addressed for 2.0. We can get a ton of enemies or NPCs on any given map which is great, but the cost of turning on all their innards taking a little hit as you mention — we've currently landed on trying something we were doing before which was loading them all at the start and putting them into an off-grid idle until a PC comes in perimeter.
Thanks for the vids on the forum btw
, we've added those to our polish list! There was also an issue with when you travel in a map-within-map area that has immediate enemies spawn in after you arrive. We've fixed this so they are already there when you get there, though I forget if that made it into the last build or not.