html-game-generator

html-game-generator is a skill for Claude Code, Codex from buildfastwithai/gen-ai-experiments. It costs 195 tokens per session (7,529 once invoked), scanned A, original, MIT.

A guide for building a complete browser game in one self-contained HTML file using ordinary HTML, CSS, and JavaScript. The result is designed to run offline by opening the file directly.

In plain words
What is it for?
Use it to create playable games, interactive toys, prototypes, or demos with menus, instructions, progression, sound, effects, saving, win or loss states, and restart controls.
Why use it?
It avoids frameworks, external libraries, assets, network requests, and build tools. It also keeps the game playable and complete instead of stopping at a basic technical demonstration.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create playable games, interactive toys, prototypes, or demos with menus, instructions, progression, sound, effects, saving, win or loss states, and restart controls.

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Install with agentmods
npx agentmods add skills/buildfastwithai/gen-ai-experiments/html-game-generator
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add buildfastwithai/gen-ai-experiments --skill html-game-generator
Clone the repo
git clone --depth 1 https://github.com/buildfastwithai/gen-ai-experiments

Made for: Claude Code, Codex.

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 html-game-generator

README.md
[![agentmods](https://agentmods.dev/badge/skills/buildfastwithai/gen-ai-experiments/html-game-generator/github.svg)](https://agentmods.dev/skills/buildfastwithai/gen-ai-experiments/html-game-generator)
Your own site
<a href="https://agentmods.dev/skills/buildfastwithai/gen-ai-experiments/html-game-generator"><img src="https://agentmods.dev/badge/skills/buildfastwithai/gen-ai-experiments/html-game-generator/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 html-game-generator

Your own site · 80×15
<a href="https://agentmods.dev/skills/buildfastwithai/gen-ai-experiments/html-game-generator"><img src="https://agentmods.dev/badge/skills/buildfastwithai/gen-ai-experiments/html-game-generator.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 195 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 7,529 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. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 1 finding, up to high

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • high System Prompt Leakage · line 38
    Skill contains instructions that could directly expose system prompts, internal rules, or hidden instructions to users or external parties.
    Fix: Remove any instructions that reveal, print, or output system prompts or internal rules. System instructions should never be exposed to end users.
How audits are shown
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 $0.00195 $0.07529
Opus 5.5 $0.00078 $0.03012
Sonnet 5.5 $0.00039 $0.01506
Haiku 4.5 $0.00019 $0.00753

Measured 1mo ago against content hash 1092ad348a91, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

html-game-generator 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 1mo ago.

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/html-game-generator/SKILL.md · 342 lines

How it starts

The opening of the file, as written. The whole thing — 342 lines — stays where its author put it; the contents beside it link to each section on GitHub.

HTML Game Generator

Turn a game idea into one HTML file the user can double-click and play — finished, not prototyped.

Purpose

The deliverable is a complete game: title screen, tutorial or control hints, core loop, difficulty progression, win/lose states, sound, particles, persistence, and a restart path. It runs offline from the filesystem with zero setup, zero build step, zero network requests, and zero dependencies.

The failure mode worth naming up front is the tech demo: a grey rectangle that moves, one enemy, no menu, no sound, // TODO: add more levels. That is not the deliverable. A user who asks for a tower defense game wants to play tower defense for twenty minutes, not to see that tower defense is possible. Every choice in this skill points at that difference.

The second failure mode is scope collapse under pressure — quietly dropping the third enemy type or the upgrade shop because the file was getting long. Length is not the constraint. If something has to give, simplify how things look, never what the player can do.

Capabilities

Determine which systems the game needs and build them. The request rarely names them; infer from the genre and the described experience.

  • Physics — AABB and swept collision, gravity and drag, impulse resolution, verlet ropes/soft bodies, projectile ballistics, restitution and friction.
  • AI — finite state machines, steering behaviours (seek/flee/wander/separate), flocking, aggro and threat, difficulty curves, opponent decks and build orders, utility scoring.
  • Pathfinding — A* on grids, flow fields for many units, line-of-sight and simple navmesh, local avoidance.
  • Procedural generation — value noise, cellular automata caves, room-and-corridor dungeons, wave-function-collapse-style tiling, weighted loot and encounter tables, seeded RNG for reproducibility.
  • Combat — hitboxes/hurtboxes, i-frames, damage types and resistances, knockback, status effects, cooldowns, crits.
  • Economy and progression — currencies, costs and rewards, XP curves, upgrade trees, unlocks, prestige loops.
  • Inventory and crafting — grid or list inventories, stacking, equipment slots, recipes, containers.
  • Rendering — Canvas 2D, layered canvases, camera with follow/lerp/shake, parallax, tilemaps with culling, procedural sprite generation, lighting and fog of war, DOM/CSS for UI.
  • Particles and effects — pooled emitters, screen shake, hit-stop, flashes, trails, weather.
  • Audio — full Web Audio synthesis: SFX, adaptive music, mixing, ducking.
  • UI — menus, HUD, modals, tooltips, drag-and-drop, minimaps, tech trees, settings, pause.
  • Animation — tweening with easing, sprite and skeletal-style animation, state-driven transitions.
  • Persistence — LocalStorage saves with versioning and migration, autosave, settings, high scores.

Read the full file on GitHub · 342 lines

Files

What ships with it

4 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. 1mo ago First seen · 342 lines · 195 tokens per session scan A 1092ad348a91

Subscribe to this mod's changes

html-game-generator is a skill published in the GitHub repository buildfastwithai/gen-ai-experiments (789 stars, last pushed 1mo ago), licensed MIT. It adds 195 tokens to every session and 7,529 once invoked, about $0.0008 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 2026-08-30.

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