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BEST PRACTISES WHEN RELEASING
HTML5 GAMES
www.defold.com
AGENDA
● What is Defold?
● Best practices when releasing HTML5 games
○ Distribution
○ Monetization
○ Conversion to Play
○ Optimizing game size
○ Web Game Standards
● Q & A
WHAT IS DEFOLD?
FEATURES
● 2D and 3D
○ Tilemaps
○ Sprites
○ Meshes
○ Models
● Particle effects
● Physics
● Scene and GUI editor
● Code editor and debugger
○ Lua scripting
ZERO SETUP POLICY
● One download
○ Automatic updates
● Build for all supported platforms
○ No additional tools required
■ No Xcode
■ No Android Studio
1M DAU - 4M MAU in 2021
100M+ PLAYS IN 2021
Zoom-Be, Duo Survival, Duo Vikings, Words Emoji, Puffy Cat, Mahjong Cards, Party Toons, Raft Wars, Solitaire
Classic … and many more!
2009 2010 2011 2012 2013 2014 2015
2016 2017 2018 2019 2020 2021
2022
Defold
Foundation
2014 2015
2020 2021
Defold
Foundation
Defold
Foundation
RELEASING GAMES FOR HTML5
DISTRIBUTION
“Where and how to release your game”
DISTRIBUTION
MONETIZATION
“Are you making games for fun or for money?”
FOR FUN! OR FOR MONEY?
FOR FUN OR FOR MONEY!
● Design for monetization from the start!
○ Optimize your core game loop and meta game
○ Look at successful games in the genre
● Monetize through ads
○ Poki, Yandex, GameDistribution, Facebook etc
○ Google Ad Placement API for H5 Games
FOR FUN OR FOR MONEY!
● Sell or license your game
○ Google GameSnacks, Miniclip etc
● In-app purchases
○ Facebook, Yandex
● Microtransactions
○ WebMonetization
● Donations and sales
○ Itch.io
● Crowdfunding
CONVERSION TO PLAY
“Get as many players as possible!”
CONVERSION TO PLAY
Web games need to get players into the game quickly!
● Poki uses Conversion to Play as a metric
○ From discovery to first play
○ Loading experience, loading time, menus
■ Engine size plays a big role
● Example: 10 MB game
○ US 🚀 1 in 5 players drop
○ Egypt 🐌 2 in 5 players drop
DISCOVERY
● Stand out from the crowd!
○ Icon
○ Logo
○ Banner
○ Game title
○ Game page
LOADING EXPERIENCE
Goal: sub-second loading time
Reality: for many players there will be noticeable a delay
Don’t ignore your loading screen!
● Visually interesting
● Use a progress indicator
● Show helpful tips
ADD SHORTCUTS TO FUN!
● Skip main menu for new players?
○ Drop straight into a tutorial level?
● Reduce amount of user interaction required to start a new game
○ Replay button
○ “Play next level”
○ “Continue”
HUMANS ARE WORSE THAN GOLDFISH
“Microsoft found that since the year 2000 (or about when the mobile revolution
began) the average attention span dropped from 12 seconds to 8 seconds.”
A goldfish has an attention span of 9 seconds…
GENEROUS GAME DESIGN
“Giving something to the player, in hopes that they will sort of subconsciously
decide ‘ok that was cool, I’ll give you more of my time, what else you got’” - Adam
Saltsman, creator of Canabalt
THE STARBUCKS TEST
“Can you play your game and have a meaningful experience in the time it takes
for a barista to make your macchiato?” - Torsten Reil, CEO, Natural Motion
● Playing a level in Bejeweled Blitz
● Beating your longest run in Subway Surfers
● Playing a match in Venge.io
● Collecting a reward in Garden Tales
OPTIMIZING GAME SIZE
“Less is more”
ENGINE SIZE
● How small is your engine?
○ Defold: 848kb (wasm)
● Size of an empty project
○ Defold: 940kb (wasm+loader+index.html+archive)
● Can it be optimized further?
○ Remove features that are not used?
○ Defold: 756kb (wasm) removed 3D physics
GAME CONTENT SIZE
● Optimize and Compress textures
○ Pack textures
■ Defold: Basic texture packer included
○ WebP is great
■ Defold: BasisU with WebP coming as an extension
● Compress sounds
○ Mono or stereo?
○ Procedural sounds
● Compress content
○ Gzip over the wire
○ Defold: lz4 compression on game data archive
DIVIDE AND CONQUER
● Split content into manageable chunks
○ Download only what you need
○ Defold: Use LiveUpdate to exclude and download content
WEB GAME STANDARDS
“Follow the standards!”
WEB GAME STANDARDS
● Mobile H5
● Gamepads
● Sound and music
● Localization
WEB GAME STANDARDS - MOBILE
● Increasing in popularity - do not ignore!
● Things to consider:
○ Landscape and portrait mode or locked?
○ Handle different aspect ratios
○ Notch and hole-punch!
● Defold
○ No special configuration required
○ Try it! https://poki.com/en/g/foggy-fox
WEB GAME STANDARDS - GAMEPADS
● Consider supporting gamepads
○ Gamepad API available on 97% of browsers
○ Defold: Supported out of the box
● Handle disconnects properly
○ Pause menu!
○ Defold: Detect with the Disconnected and Connected input events
WEB GAME STANDARDS - SOUND AND MUSIC
● Autoplay policy!
○ Requires user interaction
● Pause audio when showing ads
○ Defold: sound.pause()
● Add options to toggle sound and music
○ Remember between sessions!
■ Defold: sys.save() and sys.load()
WEB GAME STANDARDS - LOCALIZATION
● EFIGS
○ English, French, Italian, German and Spanish
○ More depending on distribution platform
● Detect device/user language
○ Defold: Use sys.get_sys_info().language
■ Two character ISO-639 format, i.e. "en"
SUMMARY
SUMMARY
● Distribution
● Monetization
● Conversion to Play
● Optimizing game size
● Web Game Standards
Björn Ritzl
@bjornritzl
bjorn@defold.se
THANK YOU! ANY QUESTIONS?
www.defold.com

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Best practices when releasing HTML5 games (using Defold) / Björn Ritzl (Defold)

  • 1.
  • 2. BEST PRACTISES WHEN RELEASING HTML5 GAMES www.defold.com
  • 3. AGENDA ● What is Defold? ● Best practices when releasing HTML5 games ○ Distribution ○ Monetization ○ Conversion to Play ○ Optimizing game size ○ Web Game Standards ● Q & A
  • 5.
  • 6. FEATURES ● 2D and 3D ○ Tilemaps ○ Sprites ○ Meshes ○ Models ● Particle effects ● Physics ● Scene and GUI editor ● Code editor and debugger ○ Lua scripting
  • 7. ZERO SETUP POLICY ● One download ○ Automatic updates ● Build for all supported platforms ○ No additional tools required ■ No Xcode ■ No Android Studio
  • 8. 1M DAU - 4M MAU in 2021
  • 9. 100M+ PLAYS IN 2021 Zoom-Be, Duo Survival, Duo Vikings, Words Emoji, Puffy Cat, Mahjong Cards, Party Toons, Raft Wars, Solitaire Classic … and many more!
  • 10. 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 2021 2022 Defold Foundation
  • 13. DISTRIBUTION “Where and how to release your game”
  • 15. MONETIZATION “Are you making games for fun or for money?”
  • 16. FOR FUN! OR FOR MONEY?
  • 17. FOR FUN OR FOR MONEY! ● Design for monetization from the start! ○ Optimize your core game loop and meta game ○ Look at successful games in the genre ● Monetize through ads ○ Poki, Yandex, GameDistribution, Facebook etc ○ Google Ad Placement API for H5 Games
  • 18. FOR FUN OR FOR MONEY! ● Sell or license your game ○ Google GameSnacks, Miniclip etc ● In-app purchases ○ Facebook, Yandex ● Microtransactions ○ WebMonetization ● Donations and sales ○ Itch.io ● Crowdfunding
  • 19. CONVERSION TO PLAY “Get as many players as possible!”
  • 20. CONVERSION TO PLAY Web games need to get players into the game quickly! ● Poki uses Conversion to Play as a metric ○ From discovery to first play ○ Loading experience, loading time, menus ■ Engine size plays a big role ● Example: 10 MB game ○ US 🚀 1 in 5 players drop ○ Egypt 🐌 2 in 5 players drop
  • 21. DISCOVERY ● Stand out from the crowd! ○ Icon ○ Logo ○ Banner ○ Game title ○ Game page
  • 22. LOADING EXPERIENCE Goal: sub-second loading time Reality: for many players there will be noticeable a delay Don’t ignore your loading screen! ● Visually interesting ● Use a progress indicator ● Show helpful tips
  • 23. ADD SHORTCUTS TO FUN! ● Skip main menu for new players? ○ Drop straight into a tutorial level? ● Reduce amount of user interaction required to start a new game ○ Replay button ○ “Play next level” ○ “Continue”
  • 24. HUMANS ARE WORSE THAN GOLDFISH “Microsoft found that since the year 2000 (or about when the mobile revolution began) the average attention span dropped from 12 seconds to 8 seconds.” A goldfish has an attention span of 9 seconds…
  • 25. GENEROUS GAME DESIGN “Giving something to the player, in hopes that they will sort of subconsciously decide ‘ok that was cool, I’ll give you more of my time, what else you got’” - Adam Saltsman, creator of Canabalt
  • 26. THE STARBUCKS TEST “Can you play your game and have a meaningful experience in the time it takes for a barista to make your macchiato?” - Torsten Reil, CEO, Natural Motion ● Playing a level in Bejeweled Blitz ● Beating your longest run in Subway Surfers ● Playing a match in Venge.io ● Collecting a reward in Garden Tales
  • 28. ENGINE SIZE ● How small is your engine? ○ Defold: 848kb (wasm) ● Size of an empty project ○ Defold: 940kb (wasm+loader+index.html+archive) ● Can it be optimized further? ○ Remove features that are not used? ○ Defold: 756kb (wasm) removed 3D physics
  • 29. GAME CONTENT SIZE ● Optimize and Compress textures ○ Pack textures ■ Defold: Basic texture packer included ○ WebP is great ■ Defold: BasisU with WebP coming as an extension ● Compress sounds ○ Mono or stereo? ○ Procedural sounds ● Compress content ○ Gzip over the wire ○ Defold: lz4 compression on game data archive
  • 30. DIVIDE AND CONQUER ● Split content into manageable chunks ○ Download only what you need ○ Defold: Use LiveUpdate to exclude and download content
  • 31. WEB GAME STANDARDS “Follow the standards!”
  • 32. WEB GAME STANDARDS ● Mobile H5 ● Gamepads ● Sound and music ● Localization
  • 33. WEB GAME STANDARDS - MOBILE ● Increasing in popularity - do not ignore! ● Things to consider: ○ Landscape and portrait mode or locked? ○ Handle different aspect ratios ○ Notch and hole-punch! ● Defold ○ No special configuration required ○ Try it! https://poki.com/en/g/foggy-fox
  • 34. WEB GAME STANDARDS - GAMEPADS ● Consider supporting gamepads ○ Gamepad API available on 97% of browsers ○ Defold: Supported out of the box ● Handle disconnects properly ○ Pause menu! ○ Defold: Detect with the Disconnected and Connected input events
  • 35. WEB GAME STANDARDS - SOUND AND MUSIC ● Autoplay policy! ○ Requires user interaction ● Pause audio when showing ads ○ Defold: sound.pause() ● Add options to toggle sound and music ○ Remember between sessions! ■ Defold: sys.save() and sys.load()
  • 36. WEB GAME STANDARDS - LOCALIZATION ● EFIGS ○ English, French, Italian, German and Spanish ○ More depending on distribution platform ● Detect device/user language ○ Defold: Use sys.get_sys_info().language ■ Two character ISO-639 format, i.e. "en"
  • 38. SUMMARY ● Distribution ● Monetization ● Conversion to Play ● Optimizing game size ● Web Game Standards

Editor's Notes

  1. Cross platform Desktop Mobile Console Web FROM A SINGLE CODEBASE No additional setup Free to use No royalties No up-front costs No licensing fees
  2. Located here in Vilnius
  3. Do your research! Use a publisher or self publish? PUBLISHER What kind of games do they typically publish? SELF PUBLISH What are the most popular types of games on the platform? Is the platform curated or open? Does the platform focus on mobile or web or both?
  4. Are you making games for fun or for money? BOTH ARE OK! THERE IS NO RIGHT OR WRONG HERE!
  5. Ben James Tons of games released on itch.io Open source on GitHub Game jams is another perfect example of doing games for fun!
  6. Research successful games Ads - COMMON! Platform specific SDKs Poki, Yandex, GD, FB Open SDK Google Ad Placement API for H5 Games For use on itch.io etc
  7. Preroll Ad shown before the game starts Interstitial ad Fullpage Between screen transitions Before game starts Between levels Rewarded Watch video ad and get a reward Banner ads Not very popular Avoid while playing
  8. Other options
  9. US - Fast internet connections Egypt - Very slow internet connections
  10. A player must pick your game out of 30-50 games in a list? Why? Icon Scalable - work in various sizes Recognizable - identify and recognize at a glance Bright colors and contrast No words - avoid unless the brand is very well known Can you A/B test title, logo, banners etc?
  11. Simulate slow connection using your browser! Progress bar Give feedback that the loading process isn’t stuck Tips Teach your prospective players about your game
  12. Especially important for players on mobile
  13. Pure JS engines are typically smaller PlayCanvas 337kb gzipped Phaser 280kb gzipped
  14. Textures usually take up a lot of space Use a texture packer Compress textures HTML5 games can expect gzipped data over the wire
  15. Only provide the first few levels in the initial download Split into levels, worlds, episodes Download as the player progresses through the game
  16. CanIUse
  17. Autoplay policy changed in 2018 Requires user interaction: click, tap etc
  18. Discovery Research launch partner/platform Stand out from the crowd Monetization Plan for it from the start. Or not! Conversion to play Loading experience Optimizing game size Small engine Compress content Divide game content in chunks Standards Mobile Gamepads Sound & music Localization