Keep the downloaded size of your game under a limit, counted the right way
A web game that is too heavy loses players before the first screen. Adding up file sizes gives the wrong answer, because some files shrink on the way and others do not. This entry shows the AI how to estimate what players really download and name the heaviest files.
Why this works
What matters to a player is what travels over the wire, not what sits on your disk. Text shrinks on the way and pictures and sound do not, so estimating each kind by its own factor gives a truer total than adding up the sizes you see.
When not to use it
A fixed limit is the wrong goal for a game people install once and play for hours, or for one aimed at fast connections only. There, a longer first wait is fine if the game never stalls later, so measure waiting time on a slow device instead.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 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 the downloaded size of your game under a limit, counted the right way" (read_entry build-size-budget-by-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