opengame-browser-game-builder

opengame-browser-game-builder is a skill for Codex from opengameapp/OpenGame-showcases. It costs 80 tokens per session (1,156 once invoked), scanned A, original, MIT.

A set of instructions for designing and building small, original games that run in a web browser, including games made with Canvas, the browser page structure, WebGL, or Three.js.

In plain words
What is it for?
Use it to plan a game prototype, build a playable browser-game slice, or improve controls, mechanics, progression, feedback, performance, and visual clarity.
Why use it?
It keeps a game idea focused on a small playable version instead of an oversized feature list or a static mock-up.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: built for openclaw.

Good fit Use it to plan a game prototype, build a playable browser-game slice, or improve controls, mechanics, progression, feedback, performance, and visual clarity.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/opengameapp/opengame-showcases/opengame-browser-game-builder
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 opengameapp/OpenGame-showcases --skill opengame-browser-game-builder
Clone the repo
git clone --depth 1 https://github.com/opengameapp/OpenGame-showcases

Made for: 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 opengame-browser-game-builder

README.md
[![agentmods](https://agentmods.dev/badge/skills/opengameapp/opengame-showcases/opengame-browser-game-builder/github.svg)](https://agentmods.dev/skills/opengameapp/opengame-showcases/opengame-browser-game-builder)
Your own site
<a href="https://agentmods.dev/skills/opengameapp/opengame-showcases/opengame-browser-game-builder"><img src="https://agentmods.dev/badge/skills/opengameapp/opengame-showcases/opengame-browser-game-builder/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 opengame-browser-game-builder

Your own site · 80×15
<a href="https://agentmods.dev/skills/opengameapp/opengame-showcases/opengame-browser-game-builder"><img src="https://agentmods.dev/badge/skills/opengameapp/opengame-showcases/opengame-browser-game-builder.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 80 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,156 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 $0.00080 $0.01156
Opus 5.5 $0.00032 $0.00462
Sonnet 5.5 $0.00016 $0.00231
Haiku 4.5 $0.00008 $0.00116

Measured 2mo ago against content hash fbe346641ab4, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

opengame-browser-game-builder 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 2mo 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/opengame-browser-game-builder/SKILL.md · 121 lines

How it starts

The opening of the file, as written. The whole thing — 121 lines — stays where its author put it; the contents beside it link to each section on GitHub.

OpenGame Browser Game Builder

Turn a game idea into the smallest playable browser experience that proves its core fantasy. Prefer a coherent game over a polished static scene or an overgrown feature list.

Official website: https://opengame.app/

Pick a working mode

  • Plan when the user needs a concept, MVP scope, or implementation brief.
  • Build when the user asks for a prototype or provides a project to change.
  • Improve when a playable game exists and needs better controls, feedback, progression, performance, or visual clarity.

Ask at most two decisive questions if a missing choice would change the result materially. Otherwise state sensible defaults and proceed.

Shape the playable vertical slice

Before coding, establish a compact build contract. Keep it in the response unless the target project already has a place for a game spec.

  • Player fantasy: one sentence describing what feels rewarding.
  • Core loop: 2–4 repeated player actions with a visible consequence.
  • Camera and controls: a readable viewpoint plus keyboard, pointer, and touch behavior appropriate to the game.
  • Win, loss, and restart: explicit rules that can be reached in a short session.
  • Content minimum: one player ability, one meaningful obstacle or opponent, one goal, and one progression or scoring signal.
  • Visual direction: palette, silhouettes, contrast, and one memorable moment; choose procedural visuals when supplied assets are not necessary.
  • Out of scope: features intentionally deferred until the loop is fun.

For a first prototype, target a player who can understand the goal quickly and reach a win or loss state in roughly one to three minutes.

Choose the browser runtime

  • Use Canvas, DOM, or SVG for 2D arcade games, platformers, puzzles, card games, and UI-heavy interactions.
  • Use Three.js or an existing 3D runtime when spatial navigation, camera framing, lighting, or depth is essential to the requested experience.
  • Reuse the target project's real toolchain and dependencies. Do not invent a package, asset bundle, or engine that is not available.
  • Prefer a self-contained index.html only when the user requests a standalone artifact or the project has no existing app structure.

Read the full file on GitHub · 121 lines

Files

What ships with it

2 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. 2mo ago First seen · 121 lines · 80 tokens per session scan A fbe346641ab4

Subscribe to this mod's changes

opengame-browser-game-builder is a skill published in the GitHub repository opengameapp/OpenGame-showcases (0 stars, last pushed 20d ago), licensed MIT. It adds 80 tokens to every session and 1,156 once invoked, about $0.0003 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 2026-08-31.

Related

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