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Building Mobile Games.

Your browser game is already 90% of the way to mobile. Let's close the gap.

After this lesson you'll know

  • How to make browser games feel native on phones and tablets
  • Touch controls that don't frustrate players
  • Performance optimization for mobile devices
  • How to wrap browser games as installable apps with PWA

70% of casual gamers play on phones.

If your game doesn't work on mobile, you're ignoring most of your potential audience. The good news: HTML5 Canvas games already run in mobile browsers. You just need to optimize the experience.

Three things that break games on mobile: the canvas doesn't resize, touch controls feel wrong, and performance tanks on older phones.

Test on your phone early. Don't wait until the game is "done." Open your local dev server on your phone (same WiFi network) and play-test every feature as you build it.

Ask AI to add responsive canvas sizing from the start. The canvas should fill the screen, maintain aspect ratio, and handle orientation changes.

Thumbs are not mice.

The biggest mobile game mistake: assuming touch works like clicking. It doesn't. Thumbs are big, imprecise, and cover the screen.

Design patterns that work on mobile:

Tap games: Tap anywhere to jump, shoot, or interact. No on-screen buttons needed. The entire screen is the button.
Swipe games: Swipe direction controls movement. Think Fruit Ninja or gesture-based puzzles. Natural and intuitive.
Virtual joystick: On-screen analog stick for movement games. Only use this for games that truly need directional control. It's the least intuitive option.

"Add mobile touch controls to my platformer. Left side of screen = virtual joystick for movement. Right side of screen = tap to jump. Make the joystick appear where the thumb touches (not fixed position). Add haptic feedback on jump using navigator.vibrate(50)."

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