Check that your web game build stays under its download size limit
Instant-play sites and slow phone connections punish a heavy game: it loads too long or is rejected on upload. This entry shows how to make the AI weigh the finished build, ignore the files that never ship, and name the biggest offenders so you know what to shrink first.
Why this works
A limit only protects you if it is checked every time, by a machine, on what players really download. Size creeps up one harmless file at a time, and nobody notices until the day the upload fails. Naming the biggest files tells you where the cut should go.
When not to use it
A single limit is the wrong tool for a game that loads in parts, such as levels fetched on demand. What matters there is the size of the first download and each later piece, so set a limit for the start and one for the rest.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 40 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 "Check that your web game build stays under its download size limit" (read_entry web-build-over-size-budget) 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