Tesana builds mobile-oriented games the same way it builds everything else — you describe it. Say the game is for phones and the AI sets up the right viewport, orientation, and touch controls.

Asking for a mobile game

Put it in the prompt:
  • “Make a portrait mobile game where you stack falling blocks with taps”
  • “A landscape mobile racing game with tilt-style steering using left/right touch zones”
The AI will:
  • Set the viewport for the orientation (portrait or landscape phone resolution)
  • Use touch controls — tap, drag, swipe, on-screen buttons/joysticks — instead of keyboard bindings
  • Scale UI for small screens
You can switch later (“convert this to portrait”, “add touch controls alongside keyboard”), though deep layout changes are a bigger session than choosing up front.

Playing on a phone

  • Published Tesana games play in mobile browsers via the share/play link.
  • Mobile-oriented web exports include a PWA manifest — players can use Add to Home Screen to get a fullscreen, app-like experience with its own icon. See Exports.

Testing touch from your desk

  • The browser preview responds to mouse input where the game uses taps/drags, which covers most iteration.
  • For real device testing, publish (or export and self-host) and open the link on your phone — the fastest honest test of feel, performance, and control sizing.

Going to the app stores

Real native iOS/Android builds are possible through the source export and the Godot editor’s first-class mobile export — the full walkthrough (accounts, signing, store listings) is in Exports.