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(+1)

All SNES games were smaller than 10MB.  The largest, Tales of Phantasia and Star Ocean, were 6MB.

would you as a developer hate these constraints and what level of adjustment would make it worthwhile while keeping it as conservative as possible?

(+2)

I would barely consider it a restriction at all.  Just don't use recorded music, stick to pixel art, and don't use oversize game engines or libraries.  A 10MB game doesn't have to be a "small" game.  I can work for years on such a game without hitting the limit.

Interesting observation: Feyna's Quest, one of my previous games, has a web demo and a downloadable demo.  The downloadable demo for 64 bit Windows is 12.7MB, most of which is the executable.  The same demo for the web platform, containing the same data, is only 3.1MB, with the main executable (.wasm file) still making up most of the size.  The complete assets of the game make up less than 1MB for the demo, 2MB for the full game.  It's getting hard to keep file sizes below 10MB for desktop platforms, but not at all difficult to do the same for web games.