Five keys to success when building HTML5 games
summary
Built 12 games for One Game A Month and hits a concrete result: 3rd place among hundreds, ~19,000 uniques in a month with ~7,500 finishes (38% completion) and 634 quit-button taps. Recommends mobile-first design, constrained aspect ratios and canvas scaling, use of frameworks like ImpactJS and Phaser, asset texture atlas packing (cuts loads from ~200 to 176 and saves ~2–3MB), automation with Nodejs+Grunt, analytics to find bugs and balance, and publishing via Amazon Webview or native wrappers.
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chapters (36)
- 0:00Introduction
- 1:32Flash death spiral
- 2:00Frameworks
- 3:30Mobile browsers
- 4:33One Game a Month
- 6:53Hard Work
- 7:21Create refine iterate
- 8:03Use todo lists
- 8:35Game God
- 9:05Games are like art
- 9:37Dont be afraid to experiment
- 9:53Never give up
- 10:39Design for mobile
- 11:04Aspect Ratio
- 11:50Scaling Canvas
- 13:15Optimize
- 13:28Texture Atlases
- 14:45Automation
- 16:05Nodejs
- 16:57grunt rules
- 17:55analytics
- 18:51game screens
- 19:03game analytics
- 20:27balancing issues
- 20:47finding bugs
- 21:30release early
- 22:41long tail
- 23:43publishing
- 25:43publishing natively
- 26:19keep your games online
- 26:39web app tester
- 27:00loading your game
- 27:12submitting your game
- 27:24Amazon Webview
- 28:13Perfection is achieved
- 29:16Conclusion
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