A tea porter carries ninety kilos of brick tea over a Himalayan pass, and the wind up here arrives in gusts you can watch coming — the prayer flags snap out straight a second or two before each one lands. Hold to plant the stick and brace; release to walk. Bracing is safe and it is not free, because the lamp burns down whichever you choose, and the stack roped to your back swings a half-beat behind your stride, so a gust that catches you mid-step takes you over the edge. The porter's walk, brace and fall are real motion capture carried as 2,275 bytes of joint angles — a whole human gait on a tier where a sprite sheet per animation is unaffordable — and the main package lands at 2.35 MB against the 4 MB WeChat gate.
For two thousand years Turpan has drunk from tunnels dug by hand under the desert — the 坎儿井, which carry mountain meltwater tens of kilometres without losing a drop to the sun. Dig one. Water runs downhill only, so a tunnel that rises anywhere is a tunnel it stops in; dig too wide a span and the roof comes down on what you have made. The map is a real cc.TiledMap and every mechanic writes to it — digging, water and collapse are all tile edits, not sprites over a grid — and the whole main package lands at 2.23 MB, 55.8% of the 4 MB WeChat gate.
A New Year window-flower is cut folded, so you never see what you are making until you open it. Every stroke is copied two, four or eight times by the folds — which multiplies your skill and your mistakes at exactly the same rate. Cut through a bridge and that piece drops off the sheet; cut through the middle and the whole thing falls apart. The paper is not a sprite: it is a bitmap generated and re-uploaded to the GPU as you cut it, which is also why the whole main package lands at 2.14 MB — 53.6% of the 4 MB WeChat gate, the lab's lightest piece.
A bamboo raft is not one boat — it is six poles lashed together, and the river takes them one at a time. Clip a limestone boulder hard enough and a lashing parts: you lose a pole, the raft gets narrower and twitchier, and the only way back is to run down floating bamboo and lash a fresh one on. Built on real Box2D rigid bodies with hinge joints as the ropes, so the flex, the twist and the break are simulation rather than animation — and the whole main package lands at 2.77 MB against the 4 MB WeChat gate, 69.2% of the cap.
A paper sky-lantern climbs a festival night on the breath of its own flame — and that flame is both your only light and your only fuel. Stoke to rise and see the cables coming; coast to save it and fly nearly blind. A custom Cocos shader lights Blender-baked normal maps from the lantern's live position, mocap crowds watch from the rooftops, and the tier above the clouds ships as a WeChat subpackage so the main package lands at 3.38 MB against the 4 MB gate.
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AI agents build for mini-game platforms
AI agents author Cocos projects and test the build pipeline against the chosen mini-game platform’s constraints. WeChat and Douyin mini-games open instantly from a chat message, a feed card or a QR code — no app store, no download screen, no install. It's a reach no other engine tier in the Game Lab has natively, and Cocos Creator is the dominant engine serving it, with an open-source (Apache-2.0) runtime.
Mini-game tierinstant open
✓
WeChat mini-gameopens in-chat · share cards · no install
✓
Douyin mini-gamefeed-native · same engine runtime
✓
Web-mobilethe same build, playable in any browser
Headless, on Linux, from source
No editor GUI anywhere in the loop: the lab builds cocos-cli from source and drives project scaffold, engine compile and release packaging entirely from scripts — the same way the AI Game Builder would. The full runbook, including every non-obvious trap we hit, is recorded so any agent can reproduce a build from a clean machine.
Toolchain auditboot: 0 errors
✓
Build from sourcecocos-cli + bundled engine, vendored Node
✓
Headless release buildxvfb GL · offline · no cloud calls, no CDN
✓
Playwright boot auditdesktop + mobile · zero console/page errors
Budgeted to the 4 MB gate
WeChat rejects any mini-game whose main package exceeds 4 MB, so size discipline is the whole game. The default engine ships 33 modules at 5.94 MiB — 1.49× over the cap before a single asset exists. The lab trims it to the 15 modules a 2D piece actually needs: 2.80 MiB, leaving 1.2 MiB of headroom for real game content.
Main package vs 4 MB cap-30%
✗
Default engine (33 modules)6,230,282 bytes — 1.49× OVER the cap
Physics, spine, 3D blobs droppedevery module earns its bytes or goes
We built the missing build target
The open-source CLI ships no WeChat or Douyin build platform — the engine carries the mini-game adapters, but the builder-side plugin doesn't exist. So the lab authored the plugins itself: against the documented platform contract: manifest generation, subpackage mapping, adapter injection, verified headlessly to its limit.
Key art, sprite sheets and an element inventory production must satisfy.
02
Blockout
The loop plays in gray boxes first — feel fixed before any art exists.
03
Authored assets
Sprites and models drawn or Blender-built to the concept, never generated slop.
04
Headless Cocos build
Trimmed engine, offline build, every byte counted against the 4 MB gate.
05
Verify until clean
Boot-audited on desktop and mobile, judged against its own concepts.
Questions, answered
What exactly is a mini-game?
A game that runs inside WeChat or Douyin itself — opened from a chat, a feed card or a QR code, with no app-store install. The platform imposes a hard 4 MB main-package limit, which is why engine trimming and asset budgets are the core discipline of this lab.
Why Cocos and not one of the other lab engines?
Because the mini-game platforms are Cocos Creator's home turf: it's the dominant engine there, its runtime is open source, and its adapters for WeChat and Douyin ship with the engine. The other labs cover web, desktop and native tiers; this lab adds the instant-game tier they can't reach.
Has the toolchain actually been proven?
Yes — with receipts in the lab ledger: cocos-cli built from source, a fully headless Linux release build, a Playwright boot audit with zero console, page or network errors on desktop and mobile viewports, and a trimmed engine core measured at 2,935,161 bytes against the 4,194,304-byte cap. The lab authored the WeChat and Douyin build targets itself, and the first shipped piece builds through them — a 3.32 MiB main package against the 4 MB cap.
Will these games need a Chinese licence to publish?
Publishing on WeChat and Douyin runs through their developer programs and regional requirements. The lab builds and verifies the packages; store-side registration and review are handled per title at release time, the same way the platform's other store pipelines work.
Is building a mini-game the same as publishing it to a platform?
No. A working build and a platform release are separate steps. The target may require an account, packaging, review and other destination-specific requirements.
Should I check a mini-game on both desktop and mobile?
Test the devices and input methods the project supports. Pay attention to touch targets, orientation, screen fit and whether the main action remains easy to understand on a small display.
What makes a useful mini-game brief?
Name the core mechanic, session length, intended device and distribution target. Explain the win or lose condition and controls before adding secondary systems or a large amount of content.
Build your own game
Describe it. The builder draws the concepts, sculpts the assets, writes the code and verifies the result.