What we set out to prove
One game, playable instantly from a browser link with zero install, that also worked as a proper app-store release - with progress that carried between the two.
One game, playable instantly from a browser link with zero install, that also worked as a proper app-store release - with progress that carried between the two.
Most "web-to-app" runners either ship two separate codebases that quietly drift apart, or ship one compromised build that's mediocre on both platforms. Neither was acceptable - we wanted someone to start a run on a friend's laptop mid-conversation, then finish that session on their own phone twenty minutes later, save intact.
We built Gutter Run once, in Phaser over WebGL, and treated the mobile app as a thin native wrapper around the same web build rather than a separate port. Save state synced through a lightweight account layer so progress followed the player, not the device. The one-thumb control scheme (tap to jump, hold to slide) was designed first for touch, then mapped cleanly onto a single spacebar for the browser version - so neither platform felt like an afterthought.
Gutter Run became our proof-of-concept for the "instant-play first" model - a player can be in a run within four seconds of clicking a link, with zero App Store review cycle standing between a marketing post and someone actually playing. It's also the fastest game in our catalog to iterate on: a balance patch goes live the moment we deploy, no store review wait.
Pitch the problem - we'll tell you which engine, and how we'd prove the fun first.
Tell us what you're building. We'll reply with a stack pick and a next step.