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How do you keep the size below 3MB


sandy234
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Not so long ago games needed to fit on a floppy disk ...so 3MB is a luxury imo ;) 

To keep things small consider these easy wins.  Javascript minification and dead-code removal.  Lower bitrates for audio (combined with shorter duration and more imaginative looping).  Pngquanting (8bit) bitmaps whenever possible.  Keep every asset pristine, making every byte count.

Example: https://b10b.com/grandprixhero/ (2.9MB total)

And 3MB is by no means a hard-edged requirement, it's a recommendation based on FB's observations of their audience.  If you can achieve it then the game may get more exposure and higher retention, but heavier games can still be viable too.  What's most important for FB IG is virality and social connection.

 

Edited by b10b
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On 2/22/2020 at 9:25 PM, sandy234 said:

SO will my game get accepted if its more than 3mb.

There are many other more critical criteria before approval, some of which might feel obscure.  But yes, >3MB is not a specific issue.  10MB is probably a sensible cut off for developed nation audiences?

Whereas for "Instant Games Lite" you'd need to aim for <1MB.  That's a technical challenge and will likely need to adopt some postloader techniques like @plicatibu mentions.

https://developers.facebook.com/docs/games/instant-games/guides/lightweight

You should evaluate as to whether the "Lite" pros outweigh the cons for your particular game design and intended audience.

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