Shipping A Godot Game To The Browser With HTML5 And Cloudflare R2
A practical guide to exporting a Godot 4 game to HTML5 and WebAssembly, hosting it on Cloudflare R2, embedding it in a page, and the COOP and COEP thread gotcha.
A practical guide to exporting a Godot 4 game to HTML5 and WebAssembly, hosting it on Cloudflare R2, embedding it in a page, and the COOP and COEP thread gotcha.
My draft roguelike was too easy. A strong team won the cup two-thirds of the time, so winning meant nothing. Here is how I stopped guessing and tuned it to a real one-in-three with a few hundred simulated runs.
Facts are not copyrightable. Here is the practical line a solo developer can walk to ship a game using real names, positions, and years, with freely licensed faces.
Orchard Deck has six interlocking systems where every output feeds another input. Here is how I designed slots, orchard, museum, lab, breeding, and campaign to feel deep.
I wanted real footballer photos on the cards in my draft game, free-licensed only. The fetch was easy. Not shipping the philosopher Socrates instead of the footballer was the hard part. Here is the pipeline and the disambiguation fix.
A pure deterministic seeded simulation with no node dependencies turned a roguelike into something testable, with daily challenges and shareable links and no backend.
Orchard Deck is built around a slot machine, but there are no purchases and one in-game currency. Here is how I designed the odds to reward players without exploiting them.
Players draft the team but never play the match, so the simulation has to feel fair. Here is the possession-and-event model behind World 11, why it is deterministic from a single seed, and what that buys you for free.
World 11 is a World Cup draft roguelike built solo in Godot 4. Spin a nation and year, draft real legends, and sim a fourteen match gauntlet.
Orchard Deck is a complete cozy collectathon built solo in Godot 4 and shipped as a free browser game. Here is the stack, the systems, and why a web build changed everything.
Everyone says solo game dev is impossible. Then you look at Stardew Valley. Here's the realistic breakdown of building games alone in 2025.