What every game needs
The technical checklist: what a game has to be, on the inside, to run on a mebobox.
This is the packaging side of things — the files, the size, the offline promise. For what a game may be about, see the house rules.
Every game, however it’s made, is checked against this before it can be played. If you make a game in Creator Studio most of it is taken care of for you. If you’re uploading a game, this is what to aim for. mebobox checks it all automatically when you submit and tells you, in plain words, if anything needs fixing.
The front door
- An
index.htmlat the top of your game — that’s where the mebobox comes knocking. - Web technology only: HTML, CSS, JavaScript, images and sound. No installers, no programs.
- Building with the mebobox SDK? Include
mebobox.min.jsso the controller just works. Using GDevelop? Just export to HTML5 — no SDK needed, mebobox maps the controller for you. More about engines →
Plays with just the controller
- The whole game must be playable with the D-pad and the buttons — A, B, X, Y, L, R, START and SELECT. No touch, no mouse, and no buttons the pad doesn’t have.
- SELECT is reserved for quitting (hold it for three seconds), so don’t rely on it for playing.
Works offline
A mebobox has no internet, so a game has to carry everything it needs:
- Bundle everything inside. No links out to other websites, no fonts or code loaded from elsewhere, no analytics or trackers.
- If a game tries to reach the internet, it simply won’t load on the console — so pack your bags fully.
Plays nice
- No
alert(),confirm()orprompt()pop-ups. - Stays under 50 MB and 5,000 files, so it fetches and starts quickly.
A LICENSE file
Every game ships a LICENSE file saying how it may be used. How to license your game →