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    <title>DEV Community: sadık öner</title>
    <description>The latest articles on DEV Community by sadık öner (@sarazgat).</description>
    <link>https://dev.to/sarazgat</link>
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      <title>DEV Community: sadık öner</title>
      <link>https://dev.to/sarazgat</link>
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      <title>Shipping a solo pixel art RPG to Google Play from a 4 GB RAM laptop with Godot</title>
      <dc:creator>sadık öner</dc:creator>
      <pubDate>Wed, 28 Oct 2026 13:41:45 +0000</pubDate>
      <link>https://dev.to/sarazgat/shipping-a-solo-pixel-art-rpg-to-google-play-from-a-4-gb-ram-laptop-with-godot-4i6e</link>
      <guid>https://dev.to/sarazgat/shipping-a-solo-pixel-art-rpg-to-google-play-from-a-4-gb-ram-laptop-with-godot-4i6e</guid>
      <description>&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ft5dijxe0ikmgf5es598d.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.us-east-2.amazonaws.com%2Fuploads%2Farticles%2Ft5dijxe0ikmgf5es598d.png" alt="Aselteria" width="630" height="500"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I've been building &lt;strong&gt;Aselteria: 2D Magic RPG&lt;/strong&gt; on my own — a pixel art action RPG for Android where you combine spells to rebuild a fallen magic academy. It's now on Google Play (free), and update 1.0.8 just went out. My dev machine is a laptop with 4 GB of RAM, so a lot of my choices came from that limit.&lt;/p&gt;

&lt;p&gt;Here are the things that actually mattered.&lt;/p&gt;

&lt;h2&gt;
  
  
  Godot 4 with the Mobile renderer
&lt;/h2&gt;

&lt;p&gt;Godot opens fast and runs fine on 4 GB, which is the main reason I picked it. I target Android with the Mobile renderer, keep &lt;code&gt;_process&lt;/code&gt; work light, and avoid real-time lights and post-processing. Everything is GDScript with static typing (&lt;code&gt;var speed: float = 200.0&lt;/code&gt;), which catches a surprising number of mistakes before they reach the phone.&lt;/p&gt;

&lt;h2&gt;
  
  
  "It works in the editor but not on the phone"
&lt;/h2&gt;

&lt;p&gt;My worst bug: a shader effect looked perfect in the editor and simply wasn't there on the phone. No crash, no visible error. I spent a long time on the shader before running &lt;code&gt;adb logcat&lt;/code&gt; while the game was open — and it said the resource didn't exist. The file was matched by my export &lt;strong&gt;exclude&lt;/strong&gt; list, so it never made it into the APK.&lt;/p&gt;

&lt;p&gt;Lesson: when something is missing only on device, read &lt;code&gt;adb logcat&lt;/code&gt; &lt;em&gt;first&lt;/em&gt;. I now run a small script that checks every resource the game loads against the export filters.&lt;/p&gt;

&lt;h2&gt;
  
  
  Measuring the APK instead of guessing
&lt;/h2&gt;

&lt;p&gt;To see what makes the package big, I export just the data pack (&lt;code&gt;--export-pack&lt;/code&gt;) and list its contents by size. Large lossless backgrounds were most of the weight — not code, not audio.&lt;/p&gt;

&lt;h2&gt;
  
  
  UI that fits every phone
&lt;/h2&gt;

&lt;p&gt;Two Godot UI traps cost me days: a &lt;code&gt;TextureRect&lt;/code&gt;'s &lt;code&gt;expand_mode&lt;/code&gt; has to be set &lt;em&gt;before&lt;/em&gt; its size, and a wrapping &lt;code&gt;Label&lt;/code&gt; needs &lt;code&gt;custom_minimum_size&lt;/code&gt; rather than a fixed size. I added a test that loads each screen at several aspect ratios (including 20:9) and reports any control that overflows.&lt;/p&gt;

&lt;h2&gt;
  
  
  Balancing with a simulation, not vibes
&lt;/h2&gt;

&lt;p&gt;I wanted the level curve to feel even: XP comes only from story chapters, roughly 8 levels per chapter. Rather than replaying the whole game after every tweak, a small headless script simulates a run and prints the level at each chapter and how many hits each enemy takes. Changing a number and re-running takes seconds.&lt;/p&gt;

&lt;h2&gt;
  
  
  Art
&lt;/h2&gt;

&lt;p&gt;Spell effects use a licensed hand-drawn effects pack; some other art was made with AI image tools and edited by hand, which I disclose on the store pages.&lt;/p&gt;

&lt;h2&gt;
  
  
  What's in the game
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;10 spells on 4 action slots (burn, freeze, stun, poison)&lt;/li&gt;
&lt;li&gt;Bosses with attack patterns and rage phases&lt;/li&gt;
&lt;li&gt;Forests, crystal caves, volcanoes, sky fortresses, a sunken city&lt;/li&gt;
&lt;li&gt;Touch controls (joystick or buttons), playable offline, English and Turkish&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;If you want to try it: &lt;a href="https://play.google.com/store/apps/details?id=com.buyuakademisi.oyun" rel="noopener noreferrer"&gt;Google Play&lt;/a&gt; · &lt;a href="https://sarazgat.itch.io/aselteria" rel="noopener noreferrer"&gt;itch.io page&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;I'd love feedback on difficulty and the touch controls — and happy to answer questions about Godot on low-end hardware.&lt;/p&gt;

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      <category>godot</category>
      <category>gamedev</category>
      <category>android</category>
      <category>indiedev</category>
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