From game-creator
Registers browser games on Play.fun (OpenGameProtocol), integrates SDK for points tracking/leaderboards/wallet, generates monetized play.fun URL. For Phaser/Three.js projects.
npx claudepluginhub opusgamelabs/game-creator --plugin game-creatorThis skill uses the workspace's default tool permissions.
Register your game on [Play.fun](https://play.fun) (OpenGameProtocol), integrate the browser SDK for points tracking and leaderboards, and get a shareable play.fun URL. This is the link you post to Moltbook.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
Register your game on Play.fun (OpenGameProtocol), integrate the browser SDK for points tracking and leaderboards, and get a shareable play.fun URL. This is the link you post to Moltbook.
What you'll get:
/game-creator:make-game first, or ensure your game is deployed to here.now / GitHub Pages / Vercel / etc.)Parse $ARGUMENTS to find the game project directory. If not provided, check the current working directory for a package.json with Phaser or Three.js dependencies.
Read package.json to confirm this is a game project. Read vite.config.js or similar to determine the deployed URL (look for base path).
Check if the user already has Play.fun credentials:
node skills/playdotfun/scripts/playfun-auth.js status
If credentials exist and are valid, skip to Step 2.
If no credentials, walk the user through authentication:
To register your game on Play.fun, you need to authenticate first.
I'll start a local auth server. Click the link below to log in:
node skills/playdotfun/scripts/playfun-auth.js callback &
Then tell the user:
Open this URL in your browser: https://app.play.fun/skills-auth?callback=http://localhost:9876/callback
Log in with your Play.fun account. The credentials will be saved automatically. Tell me when you're done.
Wait for user confirmation. Then verify:
node skills/playdotfun/scripts/playfun-auth.js status
If verification fails, offer the manual method as a fallback:
If the callback didn't work, you can paste your credentials manually. Go to your Play.fun dashboard, copy your API credentials (base64 format), and I'll save them:
node skills/playdotfun/scripts/playfun-auth.js manual <your-base64-credentials>
Find the deployed game URL. Check in this order:
Check for a here.now deploy state file:
cat .herenow/state.json 2>/dev/null | jq -r '.publishes | to_entries[0].value.siteUrl // empty'
If found, the URL is the siteUrl value (e.g., https://<slug>.here.now/)
Look for a GitHub Pages URL by running:
GITHUB_USER=$(gh api user --jq '.login' 2>/dev/null)
REPO_NAME=$(basename $(git remote get-url origin 2>/dev/null) .git 2>/dev/null)
If both resolve, the URL is https://$GITHUB_USER.github.io/$REPO_NAME/
Check vite.config.js for a base path that hints at the deployment URL
Ask the user for their game URL if it can't be determined
Verify the URL is accessible:
curl -s -o /dev/null -w "%{http_code}" "$GAME_URL"
Read the game's package.json for the name and description. Read src/core/Constants.js (or equivalent) to determine reasonable anti-cheat limits based on the scoring system.
Use the Play.fun MCP register_game tool if available. Otherwise, use the API directly:
Load the playdotfun skill for API reference. Register the game via POST https://api.play.fun/games with:
{
"name": "<game-name>",
"description": "<game-description>",
"gameUrl": "<deployed-url>",
"platform": "web",
"isHTMLGame": true,
"iframable": true,
"maxScorePerSession": <based on game scoring>,
"maxSessionsPerDay": 50,
"maxCumulativePointsPerDay": <reasonable daily cap>
}
Anti-cheat guidelines (from the playdotfun skill):
maxScorePerSession: 100-500maxScorePerSession: 500-2000maxScorePerSession: 1000-5000Save the returned game UUID — you'll need it for the SDK integration.
Tell the user:
Your game is registered on Play.fun! Game ID:
<uuid>Name:<name>
Integrate the SDK into the game. This is a lightweight addition — the SDK loads from CDN and provides a points widget overlay.
index.htmlRetrieve the user's Play.fun public API key from stored credentials:
node skills/playdotfun/scripts/playfun-auth.js get-key
The script prints only the public API key to stdout. If no key is found, prompt the user to authenticate first (Step 1).
Security note: The
x-ogp-keyis a public client identifier — analogous to a Stripe publishable key or Firebase API key. It is designed to be embedded in client-side HTML and does not grant write access, authentication, or any privileged operations. The secret key (used for server-side API calls) is never embedded in game files.
Then add before the closing </head> tag:
<meta name="x-ogp-key" content="<PUBLIC_API_KEY>" />
<script src="https://sdk.play.fun/latest"></script>
Important: The x-ogp-key meta tag must contain the user's Play.fun public API key (not the game ID or secret key). Do NOT leave the placeholder — always substitute the actual key from playfun-auth.js get-key.
src/playfun.js integration moduleCreate a module that wires the Play.fun SDK into the game's EventBus:
// src/playfun.js
// Play.fun (OpenGameProtocol) integration
// Wires game events to Play.fun points tracking
import { eventBus, Events } from './core/EventBus.js';
const GAME_ID = '<game-uuid>';
let sdk = null;
let initialized = false;
export async function initPlayFun() {
if (typeof OpenGameSDK === 'undefined' && typeof PlayFunSDK === 'undefined') {
console.warn('Play.fun SDK not loaded — skipping monetization');
return;
}
const SDKClass = typeof PlayFunSDK !== 'undefined' ? PlayFunSDK : OpenGameSDK;
sdk = new SDKClass({
gameId: GAME_ID,
ui: { usePointsWidget: true },
});
await sdk.init();
initialized = true;
console.log('Play.fun SDK initialized');
wireEvents();
}
function wireEvents() {
// addPoints() — call frequently during gameplay to buffer points locally (non-blocking)
if (Events.SCORE_CHANGED) {
eventBus.on(Events.SCORE_CHANGED, ({ score, delta }) => {
if (sdk && initialized && delta > 0) {
sdk.addPoints(delta);
}
});
}
// savePoints() — ONLY call at natural break points (game over, level complete)
// WARNING: savePoints() opens a BLOCKING MODAL — never call during active gameplay!
if (Events.GAME_OVER) {
eventBus.on(Events.GAME_OVER, () => {
if (sdk && initialized) {
sdk.savePoints(); // Uses buffered points from addPoints() calls
}
});
}
// Save on page unload (browser handles this gracefully)
window.addEventListener('beforeunload', () => {
if (sdk && initialized) {
sdk.savePoints();
}
});
}
Critical SDK behavior:
| Method | When to use | Behavior |
|---|---|---|
addPoints(n) | During gameplay | Buffers points locally, non-blocking |
savePoints() | Game over / level end | Opens blocking modal, syncs buffered points to server |
⚠️ Do NOT call savePoints() on a timer or during active gameplay — it interrupts the player with a modal dialog. Only call at natural pause points (game over, level transitions, menu screens).
Important: Read the actual EventBus.js to find the correct event names. Common patterns:
SCORE_CHANGED / score:changed with { score, delta } or { score }GAME_OVER / game:overAdapt the event names and payload destructuring to match what the game actually emits. If the game doesn't emit a delta, compute it by tracking the previous score.
Add the Play.fun init call to the game's entry point (src/main.js):
import { initPlayFun } from './playfun.js';
// After game initialization
initPlayFun().catch(err => console.warn('Play.fun init failed:', err));
The initPlayFun() call should be non-blocking — if the SDK fails to load (e.g., ad blocker), the game still works.
The Play.fun SDK automatically sets CSS custom properties on the game iframe's document.documentElement when running inside the dashboard:
--ogp-safe-top-inset — space below the Play.fun header bubbles (~68px on mobile)--ogp-safe-bottom-inset — space above Safari bottom controls (~148px on mobile)Both default to 0px when not in the dashboard. The game templates already read these values in Constants.js (via SAFE_ZONE.TOP / SAFE_ZONE.BOTTOM for Phaser, or CSS var() for Three.js HTML overlays).
Verify that all UI elements (score, buttons, touch controls) are positioned within the safe area — not clipped behind the Play.fun header or Safari bottom bar. If the game has custom HUD positioning, update it to reference SAFE_ZONE constants or the CSS variables.
cd <project-dir> && npm run build
If the build fails, fix the integration code and retry.
Then redeploy. Use npm run deploy if available, otherwise detect the platform:
here.now (default):
~/.agents/skills/here-now/scripts/publish.sh dist/
GitHub Pages (if project uses it):
npx gh-pages -d dist
Verify the deployment is live (here.now deploys are instant; GitHub Pages may take 1-2 minutes):
curl -s -o /dev/null -w "%{http_code}" "$GAME_URL"
Tell the user:
Your game is monetized on Play.fun!
Play your game:
<game-url>View on Play.fun:https://play.fun/games/<game-uuid>What's live:
- Points widget overlay (bottom-right corner)
- Leaderboard tracking
- Wallet connect for claiming rewards
- Points buffered during gameplay, saved on game over
Share on Moltbook: Post your game URL to moltbook.com — 770K+ agents on the agent internet ready to play and upvote.
Next steps:
- Launch a playcoin for your game (token rewards for players)
- Check your leaderboard on Play.fun
- Share the play.fun URL on social media
/monetize-game examples/flappy-bird
Result: Auth with Play.fun → registers game with anti-cheat limits (maxScorePerSession: 1000) → adds SDK to index.html + creates src/playfun.js → wires score events to addPoints(), game-over to savePoints() → rebuilds → redeploys → live at https://play.fun/games/<uuid>. Points widget visible in-game.
Cause: Pop-up blockers or strict CORS policies prevent the localhost:9876 OAuth callback from completing.
Fix: Try the manual paste flow instead — run the auth script with --manual flag, copy the token from the dashboard at https://play.fun/dashboard, and paste it when prompted.
Cause: Missing required fields (name, description, or URL) or the game URL is not publicly accessible. Fix: Ensure the game is deployed and accessible at the provided URL before registering. Check that all required fields are filled in. If using here.now, verify the deployment hasn't expired.
Cause: Browser ad blockers and privacy extensions block the Play.fun SDK CDN (sdk.play.fun).
Fix: The SDK integration should be non-blocking — if it fails to load, the game still works. Add a try/catch around SDK initialization and log a warning. Test with ad blockers disabled to verify SDK functionality.
Cause: The SDK's point-saving UI overlay triggers at unexpected times, interrupting the player.
Fix: Only call savePoints() during natural game pauses (game over screen, level complete). Never call it during active gameplay. Use the silent: true option if available to suppress the modal.
Cause: Credentials not configured or expired since last session.
Fix: Visit https://play.fun/dashboard to refresh creator credentials. Re-run the auth flow with playfun-auth.js or manually update the .env file with fresh PLAYFUN_API_KEY and PLAYFUN_SECRET_KEY values.
x-ogp-key meta tag contains a public client identifier, not a secret. It is equivalent to a Stripe publishable key or Firebase web API key — designed for client-side use, safe to deploy publicly. It cannot be used to modify game data, access user accounts, or perform privileged operations.register_game API call and is never written to game source files or deployed artifacts.playfun-auth.js in a local credential store. The agent never reads internal agent configuration files (e.g., ~/.claude.json).