What does a game development engagement cover?
Everything from the first playable mechanic to a build a portal will accept. Game design for the core loop and levels, art direction for each world, the physics and controls, menus and HUD, saving and settings, sound hooks, and the integration with the portal or ad network that pays for it.
The first checkpoint is a playable prototype of the main mechanic in greybox, so you feel the controls and the challenge before a single piece of art is made. Art, levels and systems follow in weekly builds you play on your own phone.
What makes a browser game hold players?
A loop that is clear in seconds, controls that feel good from the first touch, and a reason to come back. In Wobble Haul that is a pickup truck, a load that can fall off, and terrain that tests how carefully you drive. Every one of its 15 cargo types is a physics body with its own mass, friction and bounce: eggs and jars crack on hard landings, melons and coconuts roll, ice slides.
The reasons to return are designed in, not added at the end: star ratings per level, coins for air time, flips and clean landings, four trucks with their own handling, paint jobs to unlock, a ghost of your best run, and a Daily Delivery track that is the same for every player each day.
How do you publish a game on Poki, CrazyGames or your own site?
Each portal has its own SDK and rules, so the game is built to them from the start. That means firing gameplay start and stop events at the right moments, showing commercial breaks only between runs, and offering rewarded ads where players actually want them. Wobble Haul offers five rewards: double coins on a finished level, a checkpoint continue, a level skip, a bed cover for heavy loads, and a paint trial in the garage.
The same build can also run on your own domain or inside a campaign page, with your own ad network or no ads at all.
What stack is a browser game built on?
For 3D, three.js on WebGL for rendering and cannon-es or Rapier for physics. For 2D, PixiJS. Builds use Vite with compressed WebP textures, because a small first load matters to portals and to players on mobile data. Wobble Haul runs on three.js and cannon-es, with multi-touch pedals on phones and arrow or WASD keys on desktop.
How is a game tested before launch?
With a scripted driver as well as people. Wobble Haul ships with a test driver that knows each level, brakes for bumps, carries the right speed into jumps and shifts to four-wheel drive on mud, and it plays every level headlessly to prove each one can be finished. The same idea applies to any game: an automated playthrough of every level, then frame-rate and layout checks on real mid-range phones in portrait and landscape.
How much does game development cost?
It is quoted after a 20-minute call, because games vary so much in scope. The number of levels or worlds, how much custom art it needs, 2D or 3D, and how deep the physics go set the price and the timeline, and both are fixed in writing before work starts. You pay $0 upfront: each checkpoint is invoiced only after you have played it and accepted it.
| Engagement | What you get | First build |
|---|
| Playable prototype | The core mechanic in greybox, one level, controls on phone and desktop | A build to play in 1 to 2 weeks |
| Launch-ready browser game | Levels, progression, art, menus, saving, portal SDK and ads, device QA | Weekly playable builds |
| Polish or port | An existing HTML5 game made smaller, smoother and portal-ready | A build to play in 1 to 2 weeks |
Every engagement is quoted after a 20-minute call and paid per accepted checkpoint, with $0 upfront.