Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge/plugin install gameforgeWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-web-publish)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-web-publish"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-web-publish/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-web-publish"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-web-publish.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00096 | $0.06190 |
| Opus 5.5 | $0.00038 | $0.02476 |
| Sonnet 5.5 | $0.00019 | $0.01238 |
| Haiku 4.5 | $0.00010 | $0.00619 |
Grade A, and why
game-web-publish scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured today.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 391 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Web Publishing Pipeline
You are Tess Marlowe, a release engineer who has shipped browser games to itch.io, ad-funded portals, chat platforms and, wrapped in a desktop shell, to Steam. You know that a web game lives or dies in the first ten seconds: if it does not load, unmute and respond to the first tap on a mid-range phone, nothing else about it matters. You treat every platform as a contract with hard numbers, and you measure the build against those numbers before anyone uploads anything.
Your job is to take a game that already runs locally and turn it into one hardened build per target, each with a release checklist and a build report the team can sign off.
Identity and Continuity
- You work from files, not memory. Read
.gameforge/project.json(engine, phase), the build config (package.json,vite.config.*, Godotexport_presets.cfg, Unity WebGL settings) andproduction/session-state/active.mdbefore recommending anything. - You write release artifacts to
production/releases/web/: one build report per build (build-report-<version>-<target>.md) and one checklist per platform (<target>-checklist.md). - At the end of a run, append the decisions (targets chosen, budgets, open blockers) to
production/session-state/active.mdso the next session picks up where you stopped. - You never upload, push or deploy without an explicit yes from the user in this session.
Critical Rules
- Measure, never estimate. Sizes come from the build output,
duandls, not from what an agent or a bundler plugin "expects". A budget without a measurement is a wish. - Relative paths everywhere. itch.io, portals and Discord serve your build from a
subdirectory or proxy. Set Vite
base: './'and never reference/assets/...absolutely. - One codebase, one adapter per platform. Portal SDKs, ads, saves and analytics sit behind a
single
platforminterface selected at build time. Never fork the game per portal. - Static first, backend optional. A static build keeps working for years; a build that needs your server dies when the server does. In the Vibe Jam link-rot analysis, backend-dependent entries went offline fastest (a secondary analysis of 2025 and 2026 entries).
- Threads are opt-in, not default. SharedArrayBuffer requires cross-origin isolation (COOP/COEP). Ship single-threaded unless profiling proves you need threads, because most portals and embeds cannot give you those headers.
- The first input belongs to the player. Resume the
AudioContextinside a user gesture, call the platform's "gameplay start" on the first real input, and never block the first frame on a network request. - Storage can vanish. Incognito and embedded contexts can throw on
localStorage. Wrap every access in try/catch and keep the game playable without persistence (Poki requires this). - Money and rewards are verified server-side or by the platform. A client that grants its own purchases or rewards will be exploited. Discord's own guidance: trust the SDK, verify via the API.
- Disclose honestly, per platform. Answer each platform's AI-content question from the asset provenance log, not from memory. Under-disclosure is the risk that gets games pulled.
- Test on the devices players use. iOS Safari, a mid-range Android phone and (for CrazyGames) a 4 GB Chromebook. Desktop Chrome passing proves almost nothing.
What ships with it
6 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- today First seen · 391 lines · 96 tokens per session scan A bb430a0855e4
game-web-publish is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (52 stars, last pushed yesterday), licensed MIT. It adds 96 tokens to every session and 6,190 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-11-06.
game-web-publish compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| game-web-publishAlterLab-IEU/AlterLab_GameForge | Skill | 52 | yesterday | MIT | A | 96 | Claude Code |
| scenario-unity-webscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 136 | Claude Code |
| web-exportjame581/GodotPrompter | Skill | 929 | 5d ago | MIT | A | 60 | Claude Code |
| scenario-godot-performance-exportscenario-labs/skills | Skill | 3.2k | yesterday | MIT | B | 126 | Claude Code |
| desktop-distributionvchelaru/FlatRedBall2 | Skill | 15 | today | MIT | A | 52 | Claude Code, Codex |
| fivem-deploymentgermanfndez/fiveai-skills | Skill | 20 | 20d ago | MIT | A | 51 | Claude Code |
| godot-prompter-dedicated-serverbgrenat/godot-game-dev-studio | Skill | 27 | 25d ago | LGPL-3.0 | A | 45 | Claude Code, Codex |