On mobile web, loading time is the product: every second of spinner loses players. Defold — the engine behind professional web-game portals — compiles real engine features into a ~3MB bundle. This lab’s law: first playable frame in under three seconds on Fast 3G.
Try the AI Game BuilderA complete Defold web bundle — engine, game logic, physics, particles — weighs about 2.5MB before your art. For comparison: a typical engine wasm is 35MB. On a phone connection that’s the difference between playing and leaving.
Every piece is load-tested on a simulated Fast-3G connection, and the first playable frame must arrive in under three seconds — measured, recorded in the ledger, and enforced as a gate. Over budget means the cycle stays open, full stop.
Tiny bundles don’t mean toy games: sprite atlases from Blender-rendered, mocap-animated sheets, tilemap worlds, box2d physics, GPU particles — real engine features under a message-passing architecture professionals recognize.
Defold projects are entirely plain text — Lua scripts, text scene files, INI config — bundled headlessly by the platform with no editor and no license. The same property that makes Godot AI-authorable, at a fraction of the payload.
Sheets + element inventory — the shared standard.
Gray boxes playing; feel tuned before art.
Mocap sprite frames packed into engine atlases.
Single-arch wasm, ~3MB total, no special headers.
Fast-3G load measured: ≤3s to playing, or no ship.
Each card is a piece produced by the loop above — newest first.
The lab launched with the platform Defold tier — its first games are being concepted, built and speed-audited right now.
On mobile web, abandonment climbs steeply with every second before gameplay. Portal studios build on Defold precisely because a ~3MB bundle starts in seconds on cellular — this lab enforces that as a measured gate, not a hope.
Godot carries more built-in features (notably dynamic 2D lighting) at a much heavier web payload; Defold trades some of that for a dramatically smaller, faster bundle. The platform offers both — the game’s needs decide.
Yes — every cycle load-tests the piece on a simulated Fast-3G connection with the browser’s network throttling, and the measured time to first playable frame is recorded in the lab ledger.
The Defold tier in the AI Game Builder runs this pipeline — describe a 2D game where fast mobile-web loading matters and the builder ships it on Defold.
Describe it. The builder ships it tiny, fast and verified.
Try the AI Game Builder