# Mobile 2D Map Game — Framework & Deployment Research *A practical guide for Linux users targeting Android + iOS* --- ## The Problem You want a 2D map-based mobile game. It should be lightweight, easy to implement, and as portable as possible. You're on Linux with Python experience and no game dev background. **Key constraint:** Android builds work from Linux. iOS always needs macOS somewhere in the chain. --- ## Framework Comparison | Framework | Language | APK Size | Learning Curve | 2D Map Support | Linux Build | iOS from Linux | |-----------|----------|----------|----------------|----------------|-------------|----------------| | **Defold** | Lua | 3–5 MB | Easy | ⭐⭐⭐⭐⭐ Built-in tilemap | ✅ Native | ⚠️ Needs macOS CI | | **Phaser + Capacitor** | JavaScript | <5 MB | Easy | ⭐⭐⭐⭐⭐ Excellent tilemap | ✅ Native | ⚠️ Needs macOS CI | | **Godot 4** | GDScript | 36–77 MB | Medium | ⭐⭐⭐⭐⭐ Best features | ✅ CLI | ⚠️ Needs macOS CI | | **Solar2D** | Lua | 5–10 MB | Easy | ⭐⭐⭐ Basic | ✅ Native | ⚠️ Needs macOS CI | | **Kivy/Buildozer** | Python | 15–30 MB | Easy (if Python) | ⭐⭐ Manual | ✅ Native | ❌ No iOS | | **Flutter Flame** | Dart | 15–25 MB | Medium | ⭐⭐⭐ Growing | ✅ Native | ⚠️ Needs macOS | | **Raylib** | C | 3–8 MB | Hard | ⭐ No built-in | ✅ | ❌ | | **PWA (no wrapper)** | JS/HTML | <1 MB | Easy | ⭐⭐⭐⭐ Via Phaser | ✅ | ✅ No build needed | ### Tier 1: Best Options **Defold** — Smallest native APK (3–5 MB), built-in tilemap, Lua scripting, cloud builds available. Designed specifically for small mobile games. Free, no royalties. **Phaser + Capacitor** — HTML5 game wrapped as native app. Phaser has massive community (40k+ GitHub stars), excellent tilemap support. If you know JavaScript, this is the fastest path. **PWA (no wrapper)** — Build with Phaser, add `manifest.json` + service worker. Installable from browser, no app store needed. Smallest possible size (<1 MB). Works on Android + iOS Safari. ### Tier 2: Good but Heavier **Godot 4** — Best features, largest community, but 36–77 MB APK. Worth it if file size doesn't matter. **Kivy/Buildozer** — Python-native, but limited game features and no iOS. ### Avoid - **React Native** — Not designed for games - **Pygame Android** — Abandoned (2013) - **Raylib** — No built-in tilemap, requires C/C++ --- ## Deployment from Linux ### Android (Fully Supported) ```bash # Option 1: Defold (recommended for smallest APK) # Download Defold from defold.com → Export → Android Bundle # Option 2: Godot 4 CLI export # Install Android SDK command-line tools + JDK 17 godot --export-release "Android" game.apk # Option 3: Kivy/Buildozer (Python) pip install buildozer buildozer android debug ``` All three work headlessly on Linux. No Android Studio required. ### iOS (Requires macOS Somewhere) | Approach | How It Works | Cost | |----------|-------------|------| | **GitHub Actions** | Free macOS runner, build IPA in CI | Free (2000 min/month) | | **Codemagic** | Cloud CI with macOS builders | Free tier available | | **MacStadium** | Rent a Mac in the cloud | ~$50/month | **Recommended:** GitHub Actions + macOS runner. Write the workflow once, build iOS from Linux. ### Testing on Real Devices ```bash # Android (USB or WiFi) sudo apt install adb adb install game.apk # Android (WiFi, Android 11+) adb connect :5555 adb install game.apk # iOS # Upload IPA → TestFlight → testers install via TestFlight app ``` ### App Store Requirements | Store | Account Cost | New App Requirement | |-------|-------------|---------------------| | Google Play | $25 one-time | 12+ testers, 14 days closed testing | | Apple App Store | $99/year | macOS build, stricter review | --- ## Recommended Stack For a Linux user with Python experience, no game dev background, targeting mobile: ### Option A: Fastest to Mobile (PWA) 1. **Phaser.js** — HTML5 game framework, learn via tutorials 2. **PWA** — Add manifest.json + service worker 3. **Deploy** — Host anywhere, share URL, installable on phones 4. **iOS support** — Works via Safari, no app store needed 5. **Size** — <1 MB ### Option B: Smallest Native APK (Defold) 1. **Defold** — Download from defold.com 2. **Lua scripting** — Simple, Python-like syntax 3. **Built-in tilemap** — Perfect for 2D map games 4. **Android APK** — 3–5 MB, builds on Linux 5. **iOS** — Via GitHub Actions with macOS runner ### Option C: Most Features (Godot 4) 1. **Godot 4** — Full game engine, best tooling 2. **GDScript** — Python-like syntax 3. **Android APK** — Builds on Linux via CLI 4. **iOS** — Via GitHub Actions with macOS runner 5. **Size** — 36–77 MB (largest option) --- ## Quick Start: PWA Path (Zero Build Complexity) ```bash # 1. Install Node.js sudo apt install -y nodejs npm # 2. Create Phaser project npx create-phaser-game my-game cd my-game # 3. Add PWA support npm install -D vite-plugin-pwa # 4. Configure manifest.json with your app name/icon # 5. Build npm run build # 6. Deploy to any web host (GitHub Pages, Netlify, Vercel) # 7. Share URL → users install from browser ``` **Total time to first playable:** ~2 hours with AI assistance. --- ## APK Size Comparison | Framework | Empty APK | With 2D Map Assets | |-----------|-----------|---------------------| | **PWA** | N/A | <1–5 MB | | **Defold** | 3–5 MB | 5–15 MB | | **Phaser + Capacitor** | <5 MB | 5–15 MB | | **Godot 4** | 36–50 MB | 40–80 MB | | **Kivy** | 15–25 MB | 20–40 MB | | **Flutter** | 15–25 MB | 20–40 MB | --- ## Verdict **For a 2D map game targeting mobile:** - **PWA** is the simplest path — no build toolchain, works everywhere, instant updates - **Defold** is the best native option — tiny APK, built-in tilemap, Lua is easy - **Godot 4** is overkill unless you need advanced features **My recommendation:** Start with **PWA + Phaser**. If you need native app store presence later, wrap with **Capacitor** for Android or use **Defold** for the smallest possible APK. --- *Report generated by Hermes Agent — 2026-07-20*