Spielerando

My small puzzle game is suddenly a huge download, what grew?

A game that started tiny can quietly grow until players on slow connections give up on the download. Here is a size budget your AI can check on every build: it says which kind of file is over its share and names the biggest culprits to fix first.

Why this works

Growth is slow enough that nobody notices it, until the whole thing is too heavy. A limit set in advance, checked on every build, turns a vague worry into a clear message that names the kind of file and the biggest offenders while the fix is still cheap.

When not to use it

Skip a strict budget for a game people download once on fast wifi, like a big adventure on a computer, where depth matters more than size. Also loosen it if the game loads its pictures and sounds only when needed, so the first download stays small anyway.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 61 lines of example code with 4 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "My small puzzle game is suddenly a huge download, what grew?" (read_entry build-size-budget-for-a-small-mobile-game) 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