What is considered a "good" game size? (Data)

Hello, good day to everyone.

I just checked Logisnesia’s actual data used, somehow it is only 8.97MB for the whole project—
How large are most indie games when exported?
Any opinions on what a “good” game size is?

There’s no answer because every game different. Period.

Just focus on developing the game, optimising it, then whatever size the game file is, it is that.

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I don’t think that there is a good game size. If you look at games like balatro, they have very small file sizes, yet they are still fun. File size doesn’t really matter for Godot, as nearly all of us are making games that are less than one gb. However, if your game somehow takes up like 15 gb, then maybe you could look at optimizing the size of the game. For my games, I don’t bother with the file size at all.

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The only time it matters is for things like the Android Play Store which will penalize you if it’s >200MB. Most people on Steam/etc don’t mind installing a 500MB game. 10MB is more than fine; I’d optimize for making the game more fun over worrying about stuff like that!

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Really? The android play store does that?

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I see. . .
I am just saying because, say if i were to make Pong and it takes up 32GB, I would either need to heavily optimize, or come up with an explanation that this “pong” isnt a malware in disguise or something—

“its-a good-a game! I-a-swear!”

Suppose I am constantly memory-conscious,
Either way I am going to allow the final ROM size to be as-is, I just want to know everyone else’s
input.

Plus, development has been slow, not a lot of hype or suggestions right now, not that i expect it until i release the demo.

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I had no idea about that either

I kinda want to challenge somebody to make pong take up 32GB now.

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Lol fr, sorry ran out of likes again :downcast_face_with_sweat:

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Ahem.

image

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However much your user will tolerate and will not inflate your loading times to coffee break time.
The game size matters on itch.io at the 30MB to 100MB range because people want it loading quickly from (potentially slow) internet and the website administration doesn’t want to spend extra on storage space.
You can easily grow it to 1GB or so for a steam release. A game that ends quickly and takes that space will turn a few heads and disappoint some technical-minded users, but in this day and age pretty much anyone can tolerate that 1GB space on an SD card.
I don’t recommend it but you can get away with upwards of 50GB on a super duper fancy open world game. It puts tears into my eyes but there’s people out there tolerating 120GB multiplayer games on their computer from big studios.
In the end it is just good manners to do a quick pass over your assets and compress a few audio files here, delete some unused characters there, and not put 4k textures on a burrito on a table at the far corner of bonus stage 7-1.

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simple, compose a soundtrack that has 54 hours and render it in .wave :turtle:

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As far as size goes my complaints would be in regards to the size of updates and patches. I’ve played games that have had updates for seasonal events where you need to patch at the start and end of each season. Each time with a gig or 2 to download. I’ve also played a few games with micro transactions where the game size just constantly inflates with new content. It’s all well and good to patch bugs or add new content but know when to quit. Half the time no matter how much content you put in a game the players won’t be satisfied and they’ll just mod it. Make the game you and your friends want to play. If you all enjoy it then whatever size it is is just right.

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Depends on the game,

The original Elite was 22Kb, Microsoft Flight Sim 2024 fully downloaded is 430GB.

Ensure its somewhere inbetween that! :rofl:

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Ive got a bunch of mini games and one huge monolithic experimental project that eats a fat 60Gb on my external SSD, and exports to about 3Gb. Modern game download sizes can be huge … I own the Total War: Warhammer series (1,2 and 3) and they take up something like 70Gb.

I own a lot of 3D game assets made in blender and a bunch of texture repeats that are removed in game because i reassign the materials.

The biggest memory problem comes from assets with 4k textures. I usually assign 1k textures when modelling because they look ok until im zoomed right in, but things ive downloaded sometimes have 4k textures baked in.

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My opinion regarding this is that smaller memory footprint will make your game more likely to be worth keeping. I had to uninstall the Warhammer trilogy because I didnt have the drive space. If regular gamers had hard drives with 40TB and more then a 6Gb game might survive. On my phone I just install and uninstall stuff when ive had enough of them, so the phone is my primary gaming device.

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mind that if you generated brand new minecraft world on like 1.18-1.21 versions it will weight about 50-100MB, so 9MB for entire game, not just super light, almost weightless

Of course - the less the better, but at this point, don’t worry really
Also the only real way of you optimizing your game’s disk space is compressing textures and stuff which is a lot of work - so don’t bother if your game don’t exceeds 10 GB it’s good

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Yess apologies:
image

Aye, I feel like simply compressing the best i can should do

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