Keep your platformer small enough to load on a phone before you publish
A game that works on your computer can still take minutes to open for a friend on a mobile connection, and the AI will happily keep adding pictures and sounds. This entry gives you a size limit to hand your AI and a check that names what to cut first.
Why this works
Size is easiest to control when the limit exists before the pictures and sounds do, because a helper adds without ever feeling the weight. A limit per kind of file shows where growth hides, and listing the biggest files tells you the first thing to cut.
When not to use it
Not worth it for a game that stays on your own computer or a local network. A size limit also says nothing about speed once loaded; a small game can still run badly. For a large game, load later parts only when the player gets there.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 4 common mistakes and the fix
- 37 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Keep your platformer small enough to load on a phone before you publish" (read_entry action-build-size-budget-per-type) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP