So I have essentially completed a new roguelike engine which has the ability to set to any resolution you want - even something really weird like 2000 tall by 800 wide or some other strange BS - and it will render and respond to mouse click correctly regardless of what you set. And while I don't want to set an upper limit on this resolution (although maybe I should?), I DO want to set a lower limit to avoid things like unreadable fonts/clipped text/etc. This is because I don't want to just stretch sprites and text - if a player has a lot of screen real estate why not let them see more of the map, as long as the game plays the same on every resolution? Higher resolution = more map seen. Offscreen enemies that are in sight range are handled a little like TOME does, with a minimap, and jumping the visiual area to the target area when using a skill.
Right now I have a lower limit of 800x600; 15 years ago people had monitors that were 640x480... but does anyone realistically play on monitors this small anymore?
I'm curious if anyone has an opinion on the minimum supported resolution a roguelike game should support? It will definitely inform some immediate design decision in my engine, and I don't want to exclude a sizable percentage of players because of an arbitrary limit that I picked out of a hat.