HTML5 Game Development, From a Dev Building One
Phaser · Web · Monetization. Every guide is backed by real code from a game in development.
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Phaser + Vite Setup: A Real Project Structure (2026)
A working Phaser + Vite project setup from a real game: config for a tiny build, code-split Phaser, relative asset paths, and a scene structure that scales. Plus how to add TypeScript if you want it.
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Phaser 3 Arcade Physics Tutorial: When You Need It (and When You Don't)
A practical Phaser 3 arcade physics tutorial — what it does, how to enable it, and the honest truth: many casual games (match-3, merge, puzzles) never need physics at all. Plus a real physics-free alternative.
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HTML5 Game Engine for Beginners: Pick the Right One (2026)
How a beginner picks an HTML5 game engine in 2026: a 4-question decision framework, the real cost of visual editors vs code-first engines, the packaging trap I hit, and a starting path for two kinds of beginners.
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HTML5 Game 60fps Optimization: What Actually Costs Frames
What actually drops an HTML5 game below 60fps — draw calls, per-frame allocations, GC pauses, oversized textures — and the real fixes, from a Phaser project structured for performance from day one.
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HTML5 Game Marketing: From Build to Players (2026 Channel Map)
How to market an HTML5 game in 2026: portal submission requirements, itch.io launch checklist, YouTube Playables and Discord Activities reality checks, and a distribution strategy for an indie with zero audience.
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AI in Your Indie Game Dev Workflow: What Works in 2026 (My Real Pipeline)
How indie developers actually use AI in game development in 2026: adoption data, what AI is good and bad at, a real end-to-end AI-assisted pipeline from an indie who built two game prototypes with it.
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Game Icon Size Requirements 2026: Every Platform in One Table
Game cover and icon size requirements for CrazyGames, itch.io, Google Play and Steam in 2026 — one table, plus the design rules that keep your art from getting cropped or rejected.
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Free HTML5 Game Assets 2026: The Honest Source List
Where to get free HTML5 game assets in 2026 — sprites, sound effects, music — with honest license notes. CC0 vs CC-BY vs CC-BY-NC matters, and here's what each means for a commercial game.
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How Much Money Do HTML5 Games Actually Make? (Real 2026 Numbers)
Real data on how much money HTML5 games make in 2026: rewarded-video eCPMs, portal revenue shares, public developer earnings cases, and a copyable formula to estimate your own game's income.
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CrazyGames Submission Checklist: What I Learned Before Submitting
A practical CrazyGames submission checklist from a developer who integrated the SDK early: technical gates, SDK lifecycle signals, the non-ad alternative rule, and what reviewers actually test.
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Best HTML5 Game Engine 2026: Tested Side by Side (Real Numbers from My Godot → Phaser Move)
Which HTML5 game engine is best in 2026? Real build-size measurements, publishing workflows, and ad SDK integration from an indie developer who built the same 2048-style game in Godot 4.7 and Phaser 3.90 before switching.
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Phaser Asset Pipeline Automation: From AI Art to Game-Ready Sprites
How I automated the Phaser asset pipeline: a Python script that downloads AI art, removes backgrounds with a gradient threshold, adds button text, crops particles, and standardizes sizes.
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Phaser Tweens: Making a 2048 Merge Feel Juicy
Use Phaser 3 tweens for merge animations, button feedback, and screen transitions. Patterns from our in-development 2048-style game with 30+ tween call sites.
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Game Privacy Policy Template: COPPA & GDPR Ready (2026)
A game privacy policy template that covers COPPA and GDPR, built from a real data inventory of an in-development Phaser game. Copy-ready sections included.
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Web Game File Size: Limits and How to Stay Under Them
Platform file size limits for HTML5 games (20MB is common), why 1-2MB gzipped is a better target, and the Vite/Phaser build tweaks that got our game to 1.8MB gzipped.
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Godot Web Build Size: Why It's Big and How to Optimize It
Measured Godot 4 web export sizes (40.5 MB raw, 12.3 MB gzipped), why the engine binary dominates, and the real optimization paths — custom export templates, headless builds, and when to switch stacks.
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LocalStorage Game Save in Phaser: A Working Example
Save Phaser game progress with localStorage the way we do it in our in-development game: one Storage module, typed keys, JSON serialization, and a settings pattern that survives reloads.
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HTML5 Game Ad SDKs Compared (2026): CrazyGames, Poki, Playgama
How HTML5 game ad SDKs actually differ in 2026: integration model, mode detection, graceful degradation, and a real RewardManager that works with and without an SDK.
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HTML5 Game Monetization: The 2026 Guide
How to monetize HTML5 games in 2026: rewarded video CPMs, portal revenue shares, SDK requirements, and real integration code from a game in development.
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Phaser Scene Management: How We Structure 9 Scenes
Structure a real Phaser 3 game across 9 scenes: boot, menu, gameplay, game over, level select, aquarium, rank, help, settings. With the wiring that keeps it maintainable.
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Phaser Swipe Input: Touch Controls for Mobile Games
Build reliable swipe controls in Phaser 3 with a pointerdown/pointerup threshold approach. Includes real code from our in-development H5 game.
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AI Game Asset Generation: A Working Pipeline (Sprites to UI)
How I build game-ready assets from AI generations: a real post-processing pipeline that removes white backgrounds without destroying art, adds text, and standardizes sizes. With working code.