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学习路径Learning path · 第 5 阶段Stage 5

S5 · 导出与发布

S5 · Ship it

**这一步决定什么****What this stage decides**:这一步 AI 帮得最少 —— 因为它是确定性工程,不是生成任务。: This is where AI helps least — because it is deterministic engineering, not a generation task.

**本站的判断****Our judgement**:发布不是终点,是第一次拿到真实反馈的起点。: Shipping is not the end; it is the first time you get real feedback.

性质:本站的判断,未经实测Nature: the site's judgement, not measured

这一步决定什么:让人真的玩到。AI 在这一步几乎帮不上忙 —— 这很正常。

What this stage decides: getting it in front of players. AI is almost no help here — and that is normal.

为什么 AI 在这里作用最小

导出是确定性工程:固定的流程、固定的工具链、明确的成功条件。

环节AI 能做什么
配置导出参数✅ 能给模板
解决导出报错⚠ 能猜,但报错信息往往不完整
平台审核合规❌ 需要自己查
商店页面文案✅ 能写
实际测试每种设备❌ 做不了

⚠ 这不是 AI 的缺陷。导出是工程问题,工程问题的解法是查文档,不是让模型猜。

Why AI helps least here

Exporting is deterministic engineering: a fixed process, a fixed toolchain, an unambiguous success condition.

StageWhat AI can do
Configure export settings✅ It can give a template
Fix an export error⚠ It can guess, but error messages are often incomplete
Platform review compliance❌ You must check this yourself
Store page copy✅ It can write it
Actually testing on each device❌ It cannot

⚠ This is not a flaw of AI. Engineering problems are solved by reading the docs, not by asking a model to guess.

各平台的实际差异

⚠ 以下是我们的判断,具体条款请以平台官方为准。

平台门槛⚠ 常见的坑
网页(itch.io 等)最低浏览器差异(Safari 的音频、WebGL 版本)
Windows / macOS中签名与公证(macOS Gatekeeper)
移动端高商店审核周期长;隐私合规
主机(Steam 等)最高开发者账号费、审核、年龄分级

How platforms actually differ

⚠ What follows is our judgement; check the platforms' own terms for specifics.

PlatformBarrier⚠ Common traps
Web (itch.io and similar)LowestBrowser differences (Safari audio, WebGL versions)
Windows / macOSMediumSigning and notarisation (macOS Gatekeeper)
MobileHighLong store review cycles; privacy compliance
Consoles (Steam and similar)HighestDeveloper account fee, review, age rating

发布前必须自己测的

AI 帮不了、也必须做的:

  • 在目标设备上真的跑过 —— 不是在开发机上
  • 首次加载时间 —— 网页游戏尤其重要
  • 音量/静音状态 —— ⚠ 忘记检查这个的开发者很多
  • 存档是否真的保存 —— 清理浏览器数据后重试
  • ⚠ 离线/断网行为 —— 是崩溃还是优雅降级?

What AI cannot do and you must

  • You ran it on the target device — not just the dev machine
  • First-load time — especially for web games
  • Volume / mute state — ⚠ many developers forget this one
  • Whether saves actually persist — retry after clearing browser data
  • ⚠ Offline / no-network behaviour — does it crash or degrade gracefully?

⚠ 一个真实建议

先发一个「极简版」。

在 itch.io 上传一个能玩的、但素材很粗糙的版本,然后看有没有人玩。

⚠ 理由:这个行业的最大风险不是「游戏不好玩」,而是你不知道它好不好玩。

与其做完 80% 再发现方向错了,不如花 20% 做一个能验证方向的版本。

AI 让这个策略变得可行 —— 因为原型成本降到了可以「多发几个试」的程度。

⚠ One real piece of advice

Ship an extremely rough version first.

Upload something playable on itch.io, with deliberately crude assets, and see whether anyone plays it.

⚠ The reason: the biggest risk in this industry is not "the game is bad" — it is that you do not know whether the game is bad. Rather than discovering the wrong direction after 80% is done, spend 20% on something that validates it.

AI makes this strategy affordable — because prototype cost has dropped enough to "ship a few and try".

常见失败

  • 追求「做完再发」 —— ⚠ 最常见的失败模式
  • 发给朋友 —— ⚠ 朋友会给你礼貌性反馈,陌生人才给你真实反馈
  • 只在开发机上测 —— 开发机的显卡和真实用户差得远
  • 忽略 Safari / 老浏览器 —— 网页游戏的最大流失点
  • 第一次发布就上商店 —— 审核周期会让你失去调整的窗口

Common failures

  • Aiming to finish before shipping — ⚠ the most common failure mode
  • Sending it to friends — ⚠ friends give you polite feedback; strangers give you real feedback
  • Testing only on the dev machine — its GPU is nothing like a real user's
  • Ignoring Safari / older browsers — the biggest leak for web games
  • Going straight to a store on the first release — the review cycle removes your window to adjust

判断你这一步做完了吗

  • 在非开发机上跑过
  • 有人(不是你)玩过并给你反馈
  • ⚠ 存档、离线、音量都测过

Are you done with this stage?

  • It runs on a machine that is not your dev machine
  • Someone who is not you has played it and given you feedback
  • ⚠ Saves, offline behaviour and volume have all been tested