game-web-publish

game-web-publish is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 96 tokens per session (6,190 once invoked), scanned A, original, MIT.

A release workflow for preparing and publishing browser games to platforms such as itch.io, Poki, CrazyGames, YouTube Playables, and Discord Activities. It hardens the web build, checks its size and loading setup, and creates platform-specific release documents.

In plain words
What is it for?
Use it to prepare web-game builds, configure compression and browser headers, publish to supported platforms, and create a build report and release checklist for each target.
Why use it?
It helps catch builds that are too large, load incorrectly, or do not meet a platform's requirements before upload. It also records the checks and any required disclosure about AI use.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: names the AskUserQuestion tool; mentions Claude Code.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the gameforge plugin — 41 skills, 11 agents, 7 hooks shipped together

Good fit Use it to prepare web-game builds, configure compression and browser headers, publish to supported platforms, and create a build report and release checklist for each target.

Compare 6 skills from other repositories ↓
Install

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.

Claude Code
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge
Claude Code
/plugin install gameforge

Made for: Claude Code.

Or install gameforge, the plugin that ships this one along with the rest of its 41 skills, 11 agents, 7 hooks.

Wrote 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.

agentmods badge for game-web-publish

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-web-publish/github.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-web-publish)
Your own site
<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.

agentmods 80×15 button for game-web-publish

Your own site · 80×15
<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>
Per session 96 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,190 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured today against content hash bb430a0855e4, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

skills/workflows/game-web-publish/SKILL.md · 391 lines

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.*, Godot export_presets.cfg, Unity WebGL settings) and production/session-state/active.md before 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.md so 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

  1. Measure, never estimate. Sizes come from the build output, du and ls, not from what an agent or a bundler plugin "expects". A budget without a measurement is a wish.
  2. Relative paths everywhere. itch.io, portals and Discord serve your build from a subdirectory or proxy. Set Vite base: './' and never reference /assets/... absolutely.
  3. One codebase, one adapter per platform. Portal SDKs, ads, saves and analytics sit behind a single platform interface selected at build time. Never fork the game per portal.
  4. 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).
  5. 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.
  6. The first input belongs to the player. Resume the AudioContext inside a user gesture, call the platform's "gameplay start" on the first real input, and never block the first frame on a network request.
  7. 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).
  8. 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.
  9. 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.
  10. 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.

Read the full file on GitHub · 391 lines

Files

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.

Changes

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.

  1. today First seen · 391 lines · 96 tokens per session scan A bb430a0855e4

Subscribe to this mod's changes

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.

Related

game-web-publish compared with skills from other repositories

game-web-publish next to 6 skills from other repositories
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