Cover
General
Sep 7, 2026

Killing Platform Biases

One of the key approaches I take in development is creating platform-agnostic games. Games which are built to work regardless of platform. Of course, there are limitations and differences between platforms. Google Play Store API isn't directly interchangeable with Apple App Store API or others.

This week has been all about reviewing and removing platform biases, naming conventions that gear towards one brand or another, and creating flags and gates that live outside the core mechanics of the gameplay and interface itself.

This means a lot of small edits and improvements to file organisations and registries etc. Another key factor here is in the accessibility of experience through device orientation and screen dimensions. Mochi Mochi Donuts is built for mobile, yes, but it's also built for HTML and TV. It's easy to design the intuitive "touch" experience of an icon or button, but maintaining that same level of intuitive experience when there is no "touch", or when the controls are limited to a mapped TV remote control (with a d-PAD if we're lucky) - that's the challenge.

Many developers I know opt for multiple, per-platform builds for their games - and there will be pros and cons for each approach - but I much prefer a more seamless, controlled and intentional approach to designing experiences and where their code should live.

Next release will set the stage fo the iOS and PixelPicked (among other HTML) builds!

Happy Coding! Mike

Discussion