Spielerando

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