right, lol
quarterbitgames
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yea mobile mobile might get weird about those sizes, they really need auto scaling , if ur building in sumthin like Gamemaker2 u need to add an autoscaling/viewport code and multi touch support, if u ever move to Gamemaker 2 lemme know i have all custom code for all of that, iphone has a wonky resolution size, if u lock it to a fixed size itll look weird across diffrent mobiles... idk what engine u use, for 2D GM2 is prolly the way to go... Autoscaling of Viewport and Multi Touch were the 2 biggest things i found were needed to publish here so it looks right...
Yep, we’re done tweaking this one. 😆 The screenshot proves it’s playable enough on mobile, but the giant touch controls eat half the factory. This was a PC mini-game with a phone emergency patch—not a two-day mobile project.
What I learned about itch.io:
- Itch is fantastic for tiny browser games. Upload one ZIP containing
index.html, and it runs immediately—no installer or approval process. - The itch page and the game are separate layers. Itch wraps the game in an iframe. Our HTML can resize itself, but it cannot completely control how itch sizes that outer frame.
- A 1920×1080 logical canvas is fine. It just needs CSS scaling. On desktop it looks sharp and runs beautifully.
- Mobile fullscreen inside an iframe is unreliable. Opening the game’s
html-classic.itch.zonepage directly is the dependable escape hatch. That’s exactly what the screenshot shows. - Mobile isn’t merely “desktop, but smaller.” A readable desktop interface plus joystick and A button leaves very little actual game screen. A proper phone edition needs larger game objects, fewer text boxes and a mobile-specific HUD.
- Touch needs dedicated testing. Pointer capture, multi-touch, safe areas, browser bars and screen rotation all behave differently across phones.
- Wi-Fi barely matters after loading. The game runs locally in the browser, so Cat’s occasional glitch was more likely rendering/device performance than the mobile router.
- Gamepad support is extremely worthwhile. We got controller play without redesigning the entire interface, unlike phone touch.
- Small files are itch’s sweet spot. This whole colorful game is only about 64 KB of HTML and roughly 23 KB zipped.
- Fast feedback is the real advantage. Upload, let someone play, hear “berry thingy made it purple,” patch it, upload again. Perfect for jams.
The big lesson: for future Bloomcore games, we choose the target at the start:
- PC/browser: 16:9, keyboard, mouse and gamepad.
- Phone-first: simpler HUD, larger playfield objects and touch controls designed into the layout from day one.
- Both: separate desktop and mobile interface layouts sharing the same game logic.
For a quick jam game, this did its job beautifully. We learned the entire itch upload, embed, save, controller, feedback and update pipeline. 🍰


































