How can so much genius, original ideas, various puzzles, lowpoly 3D worlds and everything else this incredible game has to offer fit into 62 MB! o_o It's incomprehensible to see that. It reminds me of the endless games of the 90s on console cartridges that only took up a few KB. I would like to make the same menu, I would already have reached 60 MB. At this level, it is no longer Art, it is pure Magic! As for the game itself, it is a real feat. Fluid, beautiful, it offers a very pleasant moment of reflection with the pillars, but knows how to introduce this universe through a few more accessible puzzles. It would have been unfortunate to miss out on these ideas, and it is with pleasure that Simon leads the player into his irrefutable logic. Top! For that, just count to 3 ... 1, 2 , 10 ! o_o
Viewing post in Boklin - The island of the Dead jam comments
Thanks Yaz! You're too kind :D
Regarding the size of the file, I do agree with you, it's incredible (I'm surprised myself). Unity is great for optimization (even if not perfect, real programmers still complain). I think it's been thought on purpose because of the compatibility of the engine with smartphones: these games have to be small and optimized.
Also, Boklin is small because there is no texture, no image, no video, on the contrary of some of my other games. Textures and images are what increase the size of the game most. You can see it with Catyph, 2GB of size! Here there's only polygons, colors, text and data.
When you work with images, you need to optimize them a lot "for the web" (the photoshop feature is good for that). When you save a standard JPG, even with a low quality setting, it will still be bigger than a JPG "saved for web", in which everything is optimized (color palette, level of detail, etc). You have to use all the techniques that exist in order to optimize your games. Using PNG is usually not recommended if you want to lower the size of the game, unless you absolutely need transparency (which can also be avoided with some techniques: I saw it in the Mighty Slot game, he did like me in ASA using no transparency on some buttons/interactive objects that appear of disappear in a cropped area).
If your engine supports it, you can also use "newer" compressions such as webp for pictures and webm or ogg for video and audio, etc. It's always a sacrifice to do and a balance to find between the size of the project and the result in game... And it is way easier with full 3d and no texture than with prerenderend games!