Hopefully you can get the HTML5 export working because 10-100x more players will play your game. Last night our own game had 150 web plays on itch.io and only a single download. Web play is an easy way to get WAY more engagement because it's so convenient for players. We're all trying to play as many games as possible so making it easy helps.
People like myself are afraid of downloading games because of the possibility of viruses so I hope you can get the web view working soon, your game looks interesting. I can't download games at all on my work laptop because of configurations the IT people have made to prevent viruses, so web players make it easier for me to check out games during breaks.
What was godot doing wrong for the web build? Here are some of my settings I've used in Godot 3.5.1 to get it to work properly:
**Don't use the Ludum Dare web player, it's garbage!** Use itch.io's web player!
Export Window Settings for HTML5 export:
* Export Type: GDNative (this is important, my web builds don't work without it, don't know why it's not default) * Canvas Resize Policy: Adaptive * Focus Canvas on Start: On * Export filename: `index.html` (this is important for itch.io and others, they expect your root file to be index.html)
Here's what I configure in my project settings so that it looks good in browsers:
* Display: Window: High DPI Support enabled (not enabling this results in ugly pixel resizing, this setting makes it smooth as butter and even nicer on high res 4k screens, ipads, etc) * display: Window: Mode: 2D * Display: Window: Aspect: Keep
On itch.io I enable the following settings:
* Shared Array Buffer Support. Seems to work well with my godot projects * Run on page load. It says it doesn't work for unity games but I haven't run into issues for godot games with the above settings * Add full screen button. I like this, it adds a full screen button to the game. Sometimes the game has to go full screen to work properly and lots of people doing the jams know this when rating games.