Ship a web game that loads fast (a practical checklist)
If players can’t start playing in seconds, they bounce. This tutorial is a practical checklist you can apply to almost any web game stack (Canvas/WebGL/WebGPU, Pixi/Three/PlayCanvas, custom engine, etc.).
1) Set budgets first (or you can’t optimize)
Pick budgets that match your target device. A solid default for an “instant play” experience:
- JS+CSS shipped: under ~300–500 KB gzip (smaller is better)
- Critical assets before first input: under ~2–5 MB compressed
- Time to first input: under ~3–5 seconds on mid mobile
Write these down and treat them like API contracts.
2) Measure the right things
In Chrome DevTools:
- Use Performance to capture a session and inspect long tasks.
- Use Network to check:
- transfer size vs. decoded size
- caching headers
- whether assets stream progressively or arrive as one giant blob
In game terms, track:
- “Can the player move?” time
- “First meaningful frame” time
- “First input latency” (input → frame)
3) Compress everything you can
Make sure your hosting serves:
- Brotli (
br) for text assets (JS/CSS/HTML/WASM) when available - gzip as fallback
For WebAssembly builds, compression is often the difference between “instant” and “never loads.”
4) Don’t download the whole world upfront
Split your game into:
- Boot: minimal loader + input + first scene
- Core: main gameplay systems
- Optional: extra levels, cosmetics, high-res textures, bonus audio, etc.
Load “Optional” only after:
- the player can already play, and/or
- you know they want that content (e.g. they reached a menu/level)
5) Choose the right asset formats
For most web games:
- Images: prefer WebP (or AVIF if you can tolerate slower encode) for UI/backgrounds.
- Audio: prefer Ogg Vorbis for general use; test AAC for Apple ecosystems.
- Video: prefer MP4/H.264 for compatibility, WebM when supported and smaller.
Keep an eye on decode cost: “smaller download” can still be “slower to decode.”
6) Keep your first scene small and deterministic
Avoid these in your first interactive scene:
- shader compilation storms
- huge texture uploads
- procedural generation that blocks the main thread
- synchronous JSON parsing of megabyte blobs
If you must do heavy work, do it:
- incrementally across frames, or
- in a Worker (when possible)
7) Cache aggressively (but correctly)
Use long-lived caching for content-addressed assets:
Cache-Control: public, max-age=31536000, immutable
For HTML entrypoints, keep caching short so you can deploy updates safely.
8) Make “failure” fast and readable
If something goes wrong, show:
- a clear error message
- a retry button
- a link to report the issue
Silent failures kill trust.
9) If you use Wasm threads, understand COOP/COEP
If your build depends on SharedArrayBuffer (common for some Wasm threading setups), you’ll likely need cross-origin isolation headers:
Cross-Origin-Opener-Policy: same-originCross-Origin-Embedder-Policy: require-corp
Test early on your real host, because headers and third‑party embeds can break things.
10) Make it playable without an SDK
If you’re targeting Cinevva’s creator workflow, aim for:
- one URL that boots reliably
- no required logins to start a demo
- predictable input controls
Then you’re ready for distribution without integrating extra SDKs.
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