Attempt at building a mobile microgame maker for Minicade.
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This is a very early attempt at a Mobile Microgame Maker (MMM) for Minicade.

Design Opportunity

  • Minicade is built to make it easy for anyone of any skill level to build a minigame using the tool of their choice, but there aren’t any good tools suitable for building very simple HTML5 minigames on mobile devices, which is where we think a lot of our users are.

  • Minigame development is potentially well-suited for mobile and touch devices, as the minigame’s conceptual simplicity might complement the device’s relatively low screen real-estate and lack of physical keyboard. The existence and success of WarioWare DIY is suggestive of this.


Create a mobile-first, offline-ready HTML5 minigame maker that allows non-technical users to create a variety of simple minigames.

Minimum Viable Product (MVP) Requirements

  • Rough versions of the following types of games should be able to be created using MMM:

  • Minigames should be playable on mobile devices and desktop/laptop. This means that we can only assume that the player’s device represents a pointer capable of taps/clicks and drags. To be clear, this means no multi-touch gestures, no keyboard, no mouse hovering, and certainly no accelerometer/GPS/camera/etc.

  • Authors must be able to write very short text instructions for their game (which players should be able to read and comprehend during the tiny amount of time they have to play the game).

  • Authors must be able to select pre-made graphics for their games and position them on-screen. Each object should have a human-readable unique identifier, such as Object1.

  • Authors must be able to create win/lose screens consisting, at minimum, of text.

  • Authors, if so inclined, should be able to "level up" their skills and learn how to code HTML5 games by examining and tinkering with the Phaser-based JavaScript code that MMM generates for them.

Quick Start

git clone
cd mobile-microgame-maker
npm install
node bin/server.js

Then visit http://localhost:3000/ in your browser.

Running Tests

QUnit tests are located in the test directory. Just visit http://localhost:3000/test/ in your browser to run the test suite.

Optimized Builds

The default development "build" doesn't have support for offline use and takes time to load every required requirejs module from the server. For faster builds that support offline use, you'll need to first run npm install and then run node bin/build-optimized.js. All files required for the optimized build will be placed in the build directory, which you can deploy to any static web server or Amazon S3.

Development Assets

During development, microgame assets, such as spritesheets, sounds, and so on, are expected to be stored in a Google Spreadsheet, which allows content creators to add/change their assets without blocking on a developer. The spreadsheet can be loaded by adding ?spreadsheet=<key> to the end of the MMM url, where <key> is the key for the spreadsheet. Alternatively, ?spreadsheet=on can be supplied, in which case the default assets spreadsheet will be loaded.

Assets added to the spreadsheet must be uploaded to a server that supports CORS. Images must be placed in a img directory, and sounds must be placed in a sounds directory.

Note that any errors that occur while loading the sheet will be logged to the browser's developer console.

Production Assets

When ready to deploy the assets to production as part of an optimized build, you'll want to run node bin/fetch-assets.js [key]. If [key] is not specified, then the default assets spreadsheet will be used.

This script will regenerate assets.json based on the contents of the spreadsheet, and will copy all assets into the assets directory. After that, you can run node bin/build-optimized.js to generate the optimized build, which will include an appcache manifest instructing browsers to cache all assets for offline use.