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Platform·2 min read

Decide mobile or desktop before you build

Every Oryn game runs on both, but only one of them is what the game is designed around — and that choice shapes orientation, controls, and the mechanics themselves.

The platform selector next to the prompt offers two options: Mobile Game and PC & Console Game. It is not an export target, and it does not restrict where the game can be played — every generated game ships playable on both, because the app shell binds keyboard, gamepad, and touch to the same actions.

What it decides is which platform the game is designed around. That drives the screen orientation and tells the planner which control scheme the mechanics have to be built for — and those two things reach much further into the design than they sound like they would.

What actually changes

  • Orientation: portrait and landscape are different level layouts, not the same layout at a different size.
  • Input density: how many distinct actions the player can perform without the controls becoming crowded.
  • Precision: touch is a blunt pointer with your thumb covering part of the screen; a mouse is not.
  • UI scale: readable text and hittable buttons have very different minimums on a phone.

Choose mobile when

  • The core action is a tap, a swipe, a drag, or holding one finger down.
  • The game reads well in portrait, or genuinely does not care about orientation.
  • Sessions are short and restartable — the game survives being interrupted.
  • Three or four distinct actions is enough for the whole design.

Choose PC & Console when

  • The player needs simultaneous movement and aiming.
  • The design assumes a landscape screen and a wide field of view.
  • You want more than a handful of distinct inputs available at once.
  • Precision matters — platforming timing, aiming, cursor-driven interaction.

Desktop is the default

If you never touch the selector you get PC & Console. That is the right default for most first projects, but it is a real decision — say "this is a mobile game" in the brief as well if that is what you mean.

Changing your mind later

You can ask for a different target after the fact, and the controls and layout will be reworked to match. It is a substantial change though, not a setting flip: a design built around twin-stick aiming does not become a good one-thumb game by resizing the viewport. Deciding before the first build is meaningfully cheaper than deciding after it.

Previous

Answer the planning questions, then approve the plan

Next

Iterate without breaking what already works

Try it on a real project

The fastest way to understand any of this is one small brief and one playable build.

Start buildingRead the FAQ
GamesGuidesBlogReviewsAffiliatesFAQPricingTermsPrivacyGuidelinesWithdrawalCancel contracts hereImprint
.dev
Made within Mannheim, Germany
Games
Pricing
←All guides

Platform·2 min read

Decide mobile or desktop before you build

Every Oryn game runs on both, but only one of them is what the game is designed around — and that choice shapes orientation, controls, and the mechanics themselves.

The platform selector next to the prompt offers two options: Mobile Game and PC & Console Game. It is not an export target, and it does not restrict where the game can be played — every generated game ships playable on both, because the app shell binds keyboard, gamepad, and touch to the same actions.

What it decides is which platform the game is designed around. That drives the screen orientation and tells the planner which control scheme the mechanics have to be built for — and those two things reach much further into the design than they sound like they would.

What actually changes

  • Orientation: portrait and landscape are different level layouts, not the same layout at a different size.
  • Input density: how many distinct actions the player can perform without the controls becoming crowded.
  • Precision: touch is a blunt pointer with your thumb covering part of the screen; a mouse is not.
  • UI scale: readable text and hittable buttons have very different minimums on a phone.

Choose mobile when

  • The core action is a tap, a swipe, a drag, or holding one finger down.
  • The game reads well in portrait, or genuinely does not care about orientation.
  • Sessions are short and restartable — the game survives being interrupted.
  • Three or four distinct actions is enough for the whole design.

Choose PC & Console when

  • The player needs simultaneous movement and aiming.
  • The design assumes a landscape screen and a wide field of view.
  • You want more than a handful of distinct inputs available at once.
  • Precision matters — platforming timing, aiming, cursor-driven interaction.

Desktop is the default

If you never touch the selector you get PC & Console. That is the right default for most first projects, but it is a real decision — say "this is a mobile game" in the brief as well if that is what you mean.

Changing your mind later

You can ask for a different target after the fact, and the controls and layout will be reworked to match. It is a substantial change though, not a setting flip: a design built around twin-stick aiming does not become a good one-thumb game by resizing the viewport. Deciding before the first build is meaningfully cheaper than deciding after it.

Previous

Answer the planning questions, then approve the plan

Next

Iterate without breaking what already works

Try it on a real project

The fastest way to understand any of this is one small brief and one playable build.

Start buildingRead the FAQ
GamesGuidesBlogReviewsAffiliatesFAQPricingTermsPrivacyGuidelinesWithdrawalCancel contracts hereImprint
.dev
Made within Mannheim, Germany

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