mobile-games — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited mobile-games (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Phones reward games designed for their realities: a finger instead of a gamepad, a battery that drains, a chassis that overheats, and a player who gets interrupted.
Each hardware and usage limit has a design response.
| Reality | Design response |
|---|---|
| Input is a fingertip | Use generous hit areas and gestures |
| Power is finite | Keep CPU and GPU work modest |
| The device heats up | Scale back as temperature climbs |
| Screens vary widely | Lay out UI responsively |
| Calls and alerts intrude | Pause cleanly when backgrounded |
A touchscreen is a different input device from a controller, not a worse one. Design for its strengths.
| Touch | Controller |
|---|---|
| Coarse pointing | Pixel-accurate |
| Fingers cover the screen | Nothing blocks the view |
| Handful of usable zones | Many discrete buttons |
| Natural gestures | Sticks and triggers |
Guidelines that hold up:
Treat thermal headroom as a budget you spend down, and ease off in stages.
| Device state | Reaction |
|---|---|
| Running warm | Lower visual quality |
| Running hot | Cap the frame rate |
| Near the limit | Suspend expensive effects |
To go easy on the battery:
Each storefront has gating requirements you must satisfy before review.
Apple App Store
Google Play
Match the revenue model to the kind of game and audience.
| Model | Fits |
|---|---|
| Paid up front | Polished games with a committed audience |
| Free with IAP | Casual titles built around progression |
| Ad-supported | Hyper-casual games at large scale |
| Subscription | Games with ongoing content or multiplayer |
| Avoid this | Prefer this |
|---|---|
| Transplanting desktop controls | Designing the input for touch |
| Ignoring power draw | Watching thermals and adapting |
| Locking to landscape | Honoring the player's orientation |
| Assuming constant connectivity | Caching locally and syncing later |
Mobile is the tightest platform there is. Spend the player's battery and attention as carefully as your own.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.