In this case, I had a predefined target I wanted the total assets to reach, so I went with a level of quality that got me there. It’s all budgeting though, if the game does really well I’ll be able to offer larger files. I think the game ran well enough on the web with the PNGs so I could likely go all the way up to 100% quality if I can budget the for the bandwidth.
Viewing post in Web version changes coming soon. comments
Makes sense, that's a quick and easy solution.
One thing you could still play with is using different levels for different types of assets - especially compressing backgrounds with lots of details and noise with lossy WebP will provide a *massive* size improvements compared to PNG which is terrible at compressing that (as showcased in my example of 2.4 -> 0.6/0.2), which could allow you to still use lossless for the sprites. Kinda best of both worlds.
But mostly, I just wanted to make sure you knew that lossless is an option for you to use :)