What is js13kGames?
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Js13kGames is a JavaScript coding competition for HTML5 game developers. The fun part of the compo is the file size limit set to 13 kilobytes. The main theme for 2013 is bad luck, though it's not mandatory. Competition started at 13:00 CEST, 13th August 2013
and ended at 13:00 CEST, 13th September 2013.
The competition is organized by Andrzej Mazur from Enclave Games. See the Rules section for detailed info about the official rules of the competition.
Good... bad luck to you all and have fun!
Sponsors
Share the love for HTML5 games and support the js13kGames competition!
See the Contact section for more details on how to get in touch.
Winners - desktop (overall)
2nd place JunoJS by Robert Kotecki
3rd place Angry Boars by Saturnyn
4th place Nigo's Cave by Felipe Alfonso
5th place Traffic by Krisztián Tóth
6th place Glowbougs by Mr Speaker
7th place Origin by Evan Hahn
8th place Staccato by Siorki
9th place untitled13 by Gheja
10th place Life of Blobb by Alex Gyoshev
11th place Bouncing Button by Csaba Csecskedi
12th place Floor Thirteen by Florent Cailhol
13th place Achluophobia by Daniel Jeffery
14th place Candy Wrapper by Vitaliy Maslikov (Troilk)
15th place Under the Crypt by Arne
16th place Rogueluck by Paras1te
17th place Lucky Streak by Mike Ferron
18th place Dodger by Girish Budhwani
19th place Bad Luck Brian by remvst
20th place pixel-copter by Gokhan Tank
Winners - mobile
1st place JunoJS by Robert Kotecki
2nd place Traffic by Krisztián Tóth
3rd place Bouncing Button by Csaba Csecskedi
4th place Under the Crypt by Arne
5th place Lucky Streak by Mike Ferron
6th place Bad Luck Brian by remvst
7th place The Unlucky King by Iftah
8th place TSVETT by Liza Shulyayeva
9th place Geometriko by indies4indies
10th place The Bad Luck Game by The Making Waves Team
Winners - server
1st place untitled13 by Gheja
2nd place RunRun Rabbit by hgcummings
3rd place Tanks by ArkahnX
4th place Pixel Quest by Sascha Depold
5th place World is Falling by Kushagra Gour
6th place Critter Defense by olsn
7th place 戦士 - Senshi by Zolmeister
8th place Outaluq by Cody
9th place StalineBingo by AdFab Connect
Winners - specials
Facebook Specials
1st place Nigo's Cave by Felipe Alfonso - 448 likes
2nd place Geometriko by indies4indies - 301 likes
3rd place Life of Blobb by Alex Gyoshev - 99 likes
Twitter Specials
1st place Radius Raid by Jack Rugile - 66 tweets
2nd place Geometriko by indies4indies - 56 tweets
3rd place Sciara of Colors by Gabriele D'Arrigo - 24 tweets
Google+ Specials
1st place Geometriko by indies4indies - 59 +1's
2nd place Just Your Luck Casino by John Godsey - 41 +1's
3rd place Life of Blobb by Alex Gyoshev - 22 +1's
Judges
Andrzej Mazur
Mobile HTML5 games developer, blogger, speaker, founder of the Indie Game Development studio Enclave Games (authors of the Captain Rogers game and HTML5 Gamedev Starter list), creator of the js13kGames competition and Gamedev.js Meetups organizer.
Richard Davey
Director of the HTML5 Game Development company Photon Storm, who have released just over 50 HTML5 games (and counting!). Developers of the Phaser game framework, retro game addicts, old skool demosceners and admins of the HTML5 Game Developers Forum.
Louis Stowasser
Partner Engineer at Mozilla. Creator of CraftyJS, the open-source HTML5 game engine. Maintainer of Gamedev Weekly, a newsletter for everything gamedev.
Christer Kaitila
Organizer of One Game A Month and the Charity Game Jam, editor at Gamedevtuts+, and creator of 30 games, 20 songs, 2 books, and an HTML5 platformer game starter kit, McFunkypants is an optimist disco viking and child of the arcade era. He has been an indie gamedev for over a decade.
Elle Chen
Elle Chen is the License Manager of BoosterMedia Network B.V., the leading HTML5 game publisher. She has licensed hundreds of HTML5 games and also the initiator of DoctorHTML5games.com blog.
Jesse Freeman
Jesse Freeman is a Technology Evangelist at Microsoft focusing on Windows 8 gaming. Before joining Microsoft, Jesse was a consultant building large scale web and mobile apps for some of New York most prestigious companies such as HBO, MLB, the New York Jets and more. In his spare time he is an Indie game developer and artist.
Prizes
5 × ImpactJS game engine
Five licenses for ImpactJS game engine created by Dominic Szablewski.
onGameStart tickets 35% cheaper
Everyone can get onGameStart conference tickets for 35% less when using 'js13kgames' promo code. Get them while they last!
5 × Construct 2 game engine
Two business and three personal licenses for Construct 2 game engine created by Scirra.
3 × Pusher plans
Three different Pusher plans: 6 months Startup, 6 months Bootstrap and 3 months Bootstrap.
3 × Kendo UI Complete
Three licenses for Kendo UI Complete, with 1 year of upgrades and commercial support.
6 × JetBrains product license
Six licenses for one of the many various JetBrains professional development tools.
5 × Modulus $100 credit
Five promo codes worth $100 each for Modulus services.
Advertisement on Clay.io
Advertising of the three winning entries (one from every category) on the Clay.io marketplace and one chosen entry on their homepage.
9 × Making money with HTML5 ebook
Top 3 entries from every category will win a copy of this ebook by Matthew Bowden.
From Zero to the Appstore ebook
Unlimited ebooks by Olaf Horstmann for every participant and 30 packages with resources and assets worth $59 each.
10 × PlayCanvas Pro account
Ten 12-month PlayCanvas Pro accounts offering cloud-hosted game development and publishing tools.
8 × Isogenic Engine premium license
Eight premium licenses for Isogenic Game Engine created by Irrelon Software.
$100 USD Amazon gift voucher
$100 worth Amazon voucher card sponsored by the HTML5 Game Devs forum.
The Few game and 3 T-shirts
Unlimited copies of The Few game by Blackmoon Design for every participant and the t-shirts for the winners of every category.
McPixel game
Unlimited copies of the McPixel game by Sos Sosowski for every participant of the competition.
QbQbQb game
Unlimited copies of the QbQbQb game by Rezoner Sikorski for every participant of the competition.
Online review time with Jesse Freeman
One hour of one-on-one online review time with Jesse Freeman for any of the top4 winners about helping them monetize and publish their games.
Advertisement on BoosterMedia
BoosterMedia will license the winning game from the Mobile category and provide the exclusive promotion on featured game position.
Advertisement on MarketJS
One month advertising of the winning games from every category on the MarketJS website.
3 × HTML5 Games: Creating Fun with HTML5, CSS3 and WebGL
Three books by Jacob Seidelin published by Wiley.
5 × Nodejitsu Micro plan
Five 1-Year Individual Micro plans (worth $108 each) from Nodejitsu.
30 × Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript ebook
Thirty ebooks by Andrés Pagella published by O'Reilly Media.
3 × JS Bin pro account
Three JS Bin pro accounts from Remy Sharp - for free, for life.
5 × Learning HTML5 Game Programming
Five printed books by James L. Williams published by Addison-Wesley Professional.
30 × GitHub 6 month medium account
Thirty paid GitHub plans - medium accounts for six months.
5 × Professional HTML5 Mobile Game Development book
Five printed copies of the book by Pascal Rettig published by Wiley.
10 × The Web Game Developer's Cookbook
Ten bundles of printed book with ebook by Evan Burchard published by Addison-Wesley Professional.
5 × Building HTML5 Games with ImpactJS book
Five printed books by Jesse Freeman.
5 × Releasing HTML5 Games for Windows 8 ebook
Five digital advanced review copies by Jesse Freeman.
10 × HTML5 Animation and Transition video
Ten videos run by Andrés Pagella published by Packt Publishing.
GameMaker: Studio professional + HTML5 Module
One license for GameMaker: Studio professional with HTML5 Module from YoYo Games.
5 × HTML5 in Action book
Five printed books by Rob Crowther published by Manning Publications.
5 × Secrets of the JavaScript Ninja book
Five printed books by John Resig published by Manning Publications.
5 × Hello! HTML5 and CSS3 book
Five printed books by Rob Crowther published by Manning Publications.
Developing Mobile Mapping Applications ebook
Unlimited ebooks for every participant of the competition.
Categories
There will be three different categories with top 10 games in every category.
You can submit your game to one, two or all three categories - it's up to you.
There will be a Twitter, Facebook and Google+ Specials just like a year ago.
Desktop
Full power of the hardware.
Mobile
Mobile touch devices.
Server
Node.js multiplayer.
Places
Mobile category
1st place mobile
- Advertisement of the game on BoosterMedia, Clay.io and MarketJS
- Software licenses:
- ImpactJS game engine
- JetBrains product license
- Accounts licenses:
- GitHub 6 month medium account
- Kendo UI Complete for 1 year
- PlayCanvas Pro account for 1 year
- Books:
- [printed] HTML5 Games: Creating Fun with HTML5, CSS3 and WebGL
- [printed] Professional HTML5 Mobile Game Development book
- [printed] Building HTML5 Games with ImpactJS
- [printed+ebook] The Web Game Developer's Cookbook
- [ebook] Making money with HTML5
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- [ebook] Releasing HTML5 Games for Windows 8
- Other:
- The Few T-shirt
- Online review time with Jesse Freeman
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
2nd place mobile
- Software licenses:
- ImpactJS game engine
- JetBrains product license
- Accounts licenses:
- GitHub 6 month medium account
- PlayCanvas Pro account for 1 year
- Books:
- [printed] Professional HTML5 Mobile Game Development book
- [printed] Building HTML5 Games with ImpactJS
- [printed+ebook] The Web Game Developer's Cookbook
- [ebook] Making money with HTML5
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- [ebook] Releasing HTML5 Games for Windows 8
- Other:
- Online review time with Jesse Freeman
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
3rd place mobile
- Software licenses:
- ImpactJS game engine
- Accounts licenses:
- GitHub 6 month medium account
- PlayCanvas Pro account for 1 year
- Books:
- [printed] Professional HTML5 Mobile Game Development book
- [printed] Building HTML5 Games with ImpactJS
- [printed+ebook] The Web Game Developer's Cookbook
- [ebook] Making money with HTML5
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- [ebook] Releasing HTML5 Games for Windows 8
- Other:
- Online review time with Jesse Freeman
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
4th place mobile
- Software licenses:
- ImpactJS game engine
- Accounts licenses:
- GitHub 6 month medium account
- Books:
- [printed] Professional HTML5 Mobile Game Development book
- [printed] Building HTML5 Games with ImpactJS
- [printed+ebook] The Web Game Developer's Cookbook
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- [ebook] Releasing HTML5 Games for Windows 8
- Other:
- Online review time with Jesse Freeman
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
5th place mobile
- Software licenses:
- ImpactJS game engine
- Accounts licenses:
- GitHub 6 month medium account
- Books:
- [printed] Professional HTML5 Mobile Game Development book
- [printed] Building HTML5 Games with ImpactJS
- [printed+ebook] The Web Game Developer's Cookbook
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- [ebook] Releasing HTML5 Games for Windows 8
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
6th-10th places mobile
- Accounts licenses:
- GitHub 6 month medium account
- Books:
- [printed] HTML5 in Action
- [printed] Learning HTML5 Game Programming
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
Desktop category
1st place desktop
- Advertisement of the game on Clay.io and MarketJS
- Software licenses:
- JetBrains product license
- Construct 2 game engine
- Isogenic Engine premium license
- Accounts licenses:
- GitHub 6 month medium account
- Kendo UI Complete for 1 year
- PlayCanvas Pro account for 1 year
- Books:
- [printed] HTML5 Games: Creating Fun with HTML5, CSS3 and WebGL
- [printed+ebook] The Web Game Developer's Cookbook
- [ebook] Making money with HTML5
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- Other:
- The Few T-shirt
- Online review time with Jesse Freeman
- HTML5 Animation and Transition video
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
2nd place desktop
- Software licenses:
- JetBrains product license
- Construct 2 game engine
- Isogenic Engine premium license
- Accounts licenses:
- GitHub 6 month medium account
- PlayCanvas Pro account for 1 year
- Books:
- [ebook] Making money with HTML5
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- Other:
- Online review time with Jesse Freeman
- HTML5 Animation and Transition video
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
3rd place desktop
- Software licenses:
- Construct 2 game engine
- Isogenic Engine premium license
- Accounts licenses:
- GitHub 6 month medium account
- PlayCanvas Pro account for 1 year
- Books:
- [ebook] Making money with HTML5
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- Other:
- Online review time with Jesse Freeman
- HTML5 Animation and Transition video
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
4th place desktop
- Software licenses:
- Construct 2 game engine
- Isogenic Engine premium license
- Accounts licenses:
- GitHub 6 month medium account
- Books:
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- Other:
- Online review time with Jesse Freeman
- HTML5 Animation and Transition video
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
5th place desktop
- Software licenses:
- Construct 2 game engine
- Isogenic Engine premium license
- Accounts licenses:
- GitHub 6 month medium account
- Books:
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- Other:
- HTML5 Animation and Transition video
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
6th-10th places desktop
- Accounts licenses:
- GitHub 6 month medium account
- Books:
- [book] Secrets of the JavaScript Ninja
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- Other:
- HTML5 Animation and Transition video
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
Server category
1st place server
- Advertisement of the game on Clay.io and MarketJS
- Software licenses:
- JetBrains product license
- Accounts licenses:
- GitHub 6 month medium account
- Kendo UI Complete for 1 year
- PlayCanvas Pro account for 1 year
- Modulus $100 credit
- Pusher Startup plan for 6 months
- Nodejitsu Micro plan for 1 year
- Books:
- [printed] HTML5 Games: Creating Fun with HTML5, CSS3 and WebGL
- [printed+ebook] The Web Game Developer's Cookbook
- [ebook] Making money with HTML5
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- Other:
- The Few T-shirt
- Online review time with Jesse Freeman
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
2nd place server
- Software licenses:
- JetBrains product license
- Accounts licenses:
- GitHub 6 month medium account
- PlayCanvas Pro account for 1 year
- Modulus $100 credit
- Pusher Startup plan for 6 months
- Nodejitsu Micro plan for 1 year
- Books:
- [ebook] Making money with HTML5
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- Other:
- Online review time with Jesse Freeman
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
3rd place server
- Accounts licenses:
- GitHub 6 month medium account
- PlayCanvas Pro account for 1 year
- Modulus $100 credit
- Pusher Startup plan for 6 months
- Nodejitsu Micro plan for 1 year
- Books:
- [ebook] Making money with HTML5
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- Other:
- Online review time with Jesse Freeman
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
4th place server
- Accounts licenses:
- GitHub 6 month medium account
- Modulus $100 credit
- Nodejitsu Micro plan for 1 year
- Books:
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- Other:
- Online review time with Jesse Freeman
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
5th place server
- Accounts licenses:
- GitHub 6 month medium account
- Modulus $100 credit
- Nodejitsu Micro plan for 1 year
- Books:
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
6th-10th places server
- Accounts licenses:
- GitHub 6 month medium account
- Books:
- [printed] Hello! HTML5 and CSS3
- [ebook] Making Isometric Social Real-Time Games with HTML5, CSS3 and JavaScript
- For all:
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
Specials
Twitter Specials (for the highest number of tweets)
1st place
- JS Bin pro account for life
- $100 USD Amazon gift voucher
2nd place
- Isogenic Engine premium license
3rd place
- [printed+ebook] The Web Game Developer's Cookbook
Facebook Specials (for the highest number of likes)
1st place
- JS Bin pro account for life
- GameMaker: Studio professional + HTML5 Module
2nd place
- Isogenic Engine premium license
3rd place
- [printed+ebook] The Web Game Developer's Cookbook
Google+ Specials (for the highest number of +1's)
1st place
- JS Bin pro account for life
- PlayCanvas Pro account for 1 year
2nd place
- Isogenic Engine premium license
3rd place
- [printed+ebook] The Web Game Developer's Cookbook
Prizes for every participant
- The Few
- McPixel
- QbQbQb
- From Zero to the Appstore
- Mobile Mapping Application
Rules
Package size below 13 kB
All your code and game assets should be smaller than or equal to 13 kilobytes (that's exactly 13,312 bytes, because of 13 x 1024) when zipped. Your package should contain index.html file and when unzipped should work in the browser.
Two sources - readable and compressed
The competition is focusing on the package size, but learning from others is also very important. Please provide two sources of your game - first one should be minified and zipped to fit in the 13 kB limit (sent via the form) and the second one should be in a readable form with descriptive variable names and comments (hosted on GitHub).
No external libraries or services
You can't use any libraries, images or data files hosted on server or services that provide any type of data (for example Google Fonts are not allowed). Your game should work offline (Desktop and Mobile categories, not applicable to Server) and all the game assets should fit in the package(s) size limit. If you manage to shrink your favorite library below 13 kilobytes including the code itself, then you can use whatever you want, just remember about the 13 kB limit.
Main theme - bad luck
The main theme of the competition is the concept of bad luck, but it's not mandatory, so your game could be about anything you want and will still have the chance to win. You can interpret bad luck any way you want.
Deadline - 13th September 2013
The competition starts at 13:00 CEST, 13th August 2013 and ends at 13:00 CEST, 13th September 2013. No submissions will be accepted after the end of the competition.
Server development
When participating in the Server category you have 13 kB for the server and 13 kB for the client, so it's a total of 26 kB. You can use Socket.io to ease your development and help you with the online communication.
Licensing
You have to have the rights for every asset used in your game. Remember that the submitted games will be published and made available for everybody to see.
New content only
Do not submit any old games or demos - you have a whole month to work on something new and fresh, this should be more than enough.
Errors and browser support
Your game must work in at least one browser. The more supported browsers, the better - you can get more points for that. There should be no errors - you can lose some points if your game is showing any errors in the console. If we cannot play your game, it won't be accepted. You'll get extra points if your game supports any mobile devices.
Teams
It doesn't matter if you're working alone or with your friends, just remember that the number of prizes is fixed, so you'll have to share your trophies with your teammates.
Sending submissions
Use this form to submit your game. Please remember that you have to provide two sources (see the Rule #2 for details) - a link to a public repository on Github and a zipped package. If you have a Node.js game you can deploy it on Nodejitsu - read the walkthrough in this blog post.
Accepting submissions
Submissions will be checked manually and published after positive verification. This may take up to a couple of days, so be patient if your game is not yet online. I claim the right to reject any submission without giving a reason, although I hope I don't have to. I also have the right to update the rules of the competition at any time.
Frequently Asked Questions
- Why exactly 13 kB?
- Well... why not? :)
- What's in it for you? Are you getting paid?
- Nope, it's just my own idea and it's made for pure fun. I'd love to get a sponsorship though as I spent my own private money on the first edition to cover shipping of the prizes worldwide, making t-shirts etc.
- What does the "zipped" term exactly mean?
- Sent package should be zipped with your usual system archiver, the only allowed extension is .zip. Let's keep it simple - it's a competition for coders and this should be your main focus, the code itself. Thanks to the zipped archive you will easily send your game and we will easily check the file size.
- Can I use Node.js?
- Yes, as long as your code size is lower than or equal to the 13 kB limit for client side and the same for server side - 26 in total. The only allowed library is Socket.io, nothing else.
- Can I use Flash?
- No, you can code your game using only the open web technologies like JavaScript, HTML and CSS.
- Can I use CoffeeScript or TypeScript?
- Yes, you can use it, but you can't submit it. Only pure JavaScript code will be accepted, so remember to have your compiled code within the 13 kB limit.
- Can I use compression through the self-extracting PNGs?
- No, this technique is strictly prohibited. Only pure JavaScript minifying is allowed.
- More questions?
- Send them in via email or social media, visit #bbg channel on Freenode IRC or post them at the HTML5GameDevs forums.
Server category FAQ
- How will the size of a server game be measured exactly? Should the server side + client side code together zipped into one file be 26kb?
- Since the Socket.io was chosen as sanctioned multiplayer lib, it should not be counted in the allotted 13kb. A submission should not contain the node_modules directory. Instead, it should have a valid package.json file, defining the dependencies. This way, we can unzip the server files, run "npm install", and be ready to go. Since the dependencies are in JSON format, it can easily be parsed to see if only allowed libraries are used. If node modules are used that aren't on the sanctioned libraries list, they must count for the 13kb, so the node_modules directory must be included, containing only those. Combining the server/client into a single zip file would make it possible to create a 20kb server with a 6kb client, which is not what we want. Participants have to submit separate zip files for client/server.
- Can we use a public STUN server for WebRTC? Will still implement the signal server in Node.js.
- Please remember that the WebRTC is still in the early stage. Google offers free STUN/TURN servers, and the technology would be nearly impossible to use without them (implementing your own STUN server will place an unfair burden on your server code size).
- The code for server side, to calculate that would I zip up everything but the node_modules folder containing Socket.io?
- See the first answer. The server zip package must be less than 13kb. Sanctioned dependencies (only Socket.io) can be installed using "npm install", which parses package.json.
- If I include the Socket.io library (client and server side), does it count against my 26k (13k*2)?
- The Socket.io library is itself larger than 26kb, so no. You can't count it as part of the 13kb submission.
- Is the client side Socket.js lib allowed as well or only the server side packge? Just found out that the server side Socket.io package ships the browser files as well. So it's ok to use that? So that we can load "/socket.io/socket.io.js"?
- The client side library for Socket.io is required to use it, as Socket.io implements its own protocol inside websocket (or fallback carrier). Alternatively, the "websocket" module does not require any client side library.
- Can I create my own REST APIs on the server to let the user save and load custom game data, as long as it's <13kb? I just persist a JSON created by server.js on a file to preserve user data on crash/reboot. Does it go against rule 3?
- Creating your own REST APIs doesn't count as an external dependency, so it does not conflict with rule 3. However, all server-side code must be included in the 13kb server zip. The data itself does not count for the game size limit, as it is created at run-time (in the same way that procedural graphics can be generated and cached at runtime).
Contact
If You have any questions or propositions please feel free to contact us via e-mail: [email protected].
The other options include visiting our profiles on Twitter or Facebook and sending us the private message.