A clockwork winder walks the ledges of a sea-cliff dovecote and cannot be steered. Turn the
storeys under him so a stair swings round to his feet before the spring runs down —
four towers, every one solver-proved, 1.48 MB over the wire.
The last apples of the year are down and the frost bell is counting. Nudge one and it rolls
until a planted board turns it, a stone or your own boots stop it, or the cart takes it —
six hand-authored terraces, every one solver-proved, 2.1 MB over the wire.
The village show is tomorrow — and the snails came tonight. Ferry them to the pail, guard the
prize marrow until dawn: a moonlit top-down defense arcade with a mocap gardener and a
Blender-built garden, 2.4 MB over the wire, playing in seconds.
Save every washing line before the storm breaks. Mocap sprite heroine, cloth-sim laundry,
a storm front that swallows the sky — 1.8 MB over the wire, playing in seconds.
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AI-built games with a small engine footprint
AI agents write the Lua gameplay, assemble the scenes and use Defold’s build tools to inspect the resulting bundle. A 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.
Web bundle size
Defold engine + gamewasm + loader + assets
2.7MB
Typical engine web exportsame class of features
35MB
The three-second law
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.
Fast-3G load audit2.4s — pass
0.0–0.9sengine wasm streamed + compiled
0.9–1.8sgame archive + first atlas
1.8–2.4sfirst playable frame · input live
PLAYING
The gate: ≤3.0s to playing, or the cycle does not close.
Small, not simple
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.
lamplighter/ ├ game.project · INI ├ main/main.collection · text scene ├ main/hero.script · Lua, message-passing ├ atlases/hero.atlas · text └ bob.jar --platform wasm-web → 2.7MB
How a piece gets made
01
Concept pack
Sheets + element inventory — the shared standard.
02
Blockout + feel
Gray boxes playing; feel tuned before art.
03
Blender art → atlases
Mocap sprite frames packed into engine atlases.
04
Headless bundle
Single-arch wasm, ~3MB total, no special headers.
05
Speed gate
Fast-3G load measured: ≤3s to playing, or no ship.
Questions, answered
Why does loading speed matter this much?
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.
What’s the trade-off versus Godot?
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.
Is the speed number real?
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.
Can I build a Defold game myself?
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.
Does this lab include 3D work as well as 2D?
Yes. Use the gallery’s dimension filters to explore both. Check each project’s description to understand the technique and interaction it demonstrates.
How should I compare loading performance?
Compare the same loading stage under similar device, browser and network conditions. A piece’s published measurements describe that example; they are not a universal loading-time promise for every future build.
What should I include in a lightweight-game brief?
Describe the core interaction, target devices and any size or loading constraints. Keep the initial scope clear so visual detail, audio and content can be balanced against those constraints.
Build a game that loads before they lose interest
Describe it. The builder ships it tiny, fast and verified.