Things we learned the expensive way — WebGL memory ceilings, playable size caps, asset licences that do not transfer, and what a bug report has to contain to be worth sending. No listicles.
A buyer opens your project, finds four purchased assets, and asks who owns them. If you have not checked first, that is where the deal stops.
The export button is not the hard part. Getting the result to load on a phone a real player owns is the hard part.
The hard part of a playable is not making it fun. It is making it fun inside a single HTML file small enough that the network will take it.
Nothing warns you. The file returns 200, the format passes a glance, and the revenue is simply lower than it should be.
A report that cannot be reproduced is not a report. It is a rumour with a ticket number.
Game QA, WebGL porting, console certification and playable ads. Send a build and we will tell you what we find.
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