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add rooms you can unlock, also use  for headings and  for subheadings and body text

8 hrs is enough for  a mini game

go tell your friends to publish a game so I can get some stuff for my game jam

they cant make games, lol

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.zone page 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. 🍰

making a game that works good on mobile kinda sux on itch, its  alotta work, so it might not work right across diff mobile devices, srry it could take a whole day to tweak n test on mobile, n id havta build a whole interface for multi touch n buttons n auto scaling, but it all works on PC

it should save scores between seesions now

the level detect upgrade system is kinda buggy

not bad but I think you should add these upgrades:

baking cooldown: base = 1 cake / 2 seconds - base price = 15

income: base = 1$ / 1 cake - base price = 100 (unlock at level 2)

NOTE: you earn 1 xp for every cake you bake. Base level 1 is 100, and multiplies by 2 every level.

xp gain: 1 xp / 1 cake - base price = $200 (unlock at level 3)

rare cake possibility: rare cakes are worth 10x the amount of a normal cake. base = 0.5% chance of rare cake - base price = $1,000 (unlock at level 5)

Rebirth: to rebirth you need at least $10,000,000 and level 30 to rebirth. this will give you rebirth points, but will reset your cash and upgrades. every time you rebirth, the requirements for cash will multiply by 5 and the level requirement will add 10.

Rebirth tree: you can use rebirth points to spend on upgrades on the rebirth tree. these upgrades include:

cash income. xp income, rare cake luck, rp income, upgrade cost

oh ur a stats guy, nice 

lol

also recheck the guidelines, I meant to say 1024 x 768 lol

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...

changed: c what happened when i set it to that size? its got wonky blank spots now, itch has  weird viewport auto scaling, its not True Autoscaling, it keeps the ratio of the 1024x768  n adds blank spots on top n bottom now...  idk if GPT/AI could get this right? 

https://suno.com/s/kHrDPLQs2F9th5G6

Monday made this...