monetize-game — Claude Code skill: what it does, how to install
Registers your web game on Play.fun, integrates the browser SDK for rewards and leaderboards, and generates a ready-to-share play.fun URL.
npx skills add PlayableIntelligence/game-creator --skill monetize-game -a claude-codeWhat monetize-game does
The skill automates connecting browser games to Play.fun using OpenGameProtocol. It inspects the target directory for Phaser or Three.js dependencies and verifies the deployed URL hosted on platforms like GitHub Pages or Vercel. The game must be live online first.
Next, it handles user authentication with playfun-auth.js and creates the game entry via the Play.fun MCP server tool or REST API. Anti-cheat parameters get set automatically, including maxScorePerSession and daily point caps derived from the game rules.
Finally, the skill inserts the public key and CDN script into index.html. It then creates src/playfun.js to link in-game events to the points widget and leaderboard. Without Node.js and the play-fun MCP server, game registration cannot proceed.
What it helps with
- connect a web game to the Play.fun catalog
- inject the browser SDK for points and leaderboards
- configure anti-cheat limits and session caps
- obtain a monetized play.fun URL for players
Example prompts for the agent
- Monetize my game in
./my-game - Add Play.fun rewards to this game
- Register on Play.fun and get a play.fun URL
How to install monetize-game
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill monetize-game -a claude-code2Manually: put the files in place
~/.claude/skills/monetize-game/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/monetize-game/
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill monetize-game -a codex2Manually: put the files in place
.agents/skills/monetize-game/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill monetize-game -a cursor2Manually: put the files in place
.cursor/skills/monetize-game/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install PlayableIntelligence/game-creator monetize-game2Manually: put the files in place
.github/skills/monetize-game/SKILL.md1Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill monetize-game -a gemini-cli2Platform CLI
gemini skills install https://github.com/PlayableIntelligence/game-creator --path skills/monetize-gameManually: put the files in place
.devin/skills/monetize-game/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add PlayableIntelligence/game-creator --skill monetize-game -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about monetize-game
How do I install monetize-game in Claude Code?
Run the command npx skills add PlayableIntelligence/game-creator --skill monetize-game -a claude-code.
What does monetize-game do?
It verifies your deployed game URL, registers the title on Play.fun with anti-cheat rules, adds the browser SDK script to index.html, and wires game events inside src/playfun.js.
What are the prerequisites for monetize-game?
You need Node.js installed, the play-fun MCP server available, and a live public URL for your deployed game.
Source text
SKILL.md · MIT
---
name: monetize-game
description: Register your game on Play.fun (OpenGameProtocol), add the browser SDK, and get a monetized play.fun URL. Use when the user says "monetize my game", "add Play.fun", "add rewards", "register on Play.fun", or "get a play.fun URL". Requires Play.fun MCP server for game registration.
argument-hint: "[game-path]"
license: MIT
metadata:
author: OpusGameLabs
version: 1.3.0
mcp-server: play-fun
tags: [game, monetize, playfun, rewards, sdk]
compatibility: Requires Play.fun MCP server (play-fun), Node.js, and internet access for auth and deployment.
---
# Monetize Game (Play.fun / OpenGameProtocol)
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.
**What you'll get:**
1. Your game registered on Play.fun with anti-cheat config
2. The Play.fun browser SDK integrated into your game (points widget, leaderboard, wallet connect)
3. A rebuilt + redeployed game with the SDK active
4. A play.fun game URL to share on Moltbook and social media
## Prerequisites
- A deployed game with a public URL (run `/game-creator:viral-game` first for a one-shot deploy, or ensure your game is deployed to here.now / GitHub Pages / Vercel / etc.)
- Node.js installed
## Instructions
### Step 0: Locate the game
Parse `$ARGUMENTS` to find the game project directory. If not provided, check the current working directory for a `package.json` with Phaser or Three.js dependencies.
Read `package.json` to confirm this is a game project. Read `vite.config.js` or similar to determine the deployed URL (look for `base` path).
### Step 1: Authenticate with Play.fun
Check if the user already has Play.fun credentials:
```bash
node skills/playdotfun/scripts/playfun-auth.js status
```
**If credentials exist and are valid**, skip to Step 2.
**If no credentials**, walk the user through authentication:
> To register your game on Play.fun, you need to authenticate first.
>
> I'll start a local auth server. Click the link below to log in:
```bash
node skills/playdotfun/scripts/playfun-auth.js callback &
```
Then tell the user:
> Open this URL in your browser:
> **https://app.play.fun/skills-auth?callback=http://localhost:9876/callback**
>
> Log in with your Play.fun account. The credentials will be saved automatically.
> Tell me when you're done.
**Wait for user confirmation.** Then verify:
```bash
node skills/playdotfun/scripts/playfun-auth.js status
```
If verification fails, offer the manual method as a fallback:
> If the callback didn't work, you can paste your credentials manually.
> Go to your Play.fun dashboard, copy your API credentials (base64 format), and I'll save them:
> ```
> node skills/playdotfun/scripts/playfun-auth.js manual <your-base64-credentials>
> ```
### Step 2: Determine the game URL
Find the deployed game URL. Check in this order:
1. Check for a here.now deploy state file:
```bash
cat .herenow/state.json 2>/dev/null | jq -r '.publishes | to_entries[0].value.siteUrl // empty'
```
If found, the URL is the `siteUrl` value (e.g., `https://<slug>.here.now/`)
2. Look for a GitHub Pages URL by running:
```bash
GITHUB_USER=$(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/$REPO_NAME/`
3. Check `vite.config.js` for a `base` path that hints at the deployment URL
4. Ask the user for their game URL if it can't be determined
Verify the URL is accessible:
```bash
curl -s -o /dev/null -w "%{http_code}" "$GAME_URL"
```
### Step 3: Register the game on Play.fun
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:
```json
{
"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):
- Casual clicker/idle: `maxScorePerSession: 100-500`
- Skill-based arcade (flappy bird, runners): `maxScorePerSession: 500-2000`
- Competitive/complex: `maxScorePerSession: 1000-5000`
Save 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>`
### Step 4: Add the Play.fun Browser SDK
Integrate the SDK into the game. This is a lightweight addition — the SDK loads from CDN and provides a points widget overlay.
#### 4a. Add the SDK script and meta tag to `index.html`
Retrieve the user's Play.fun **public API key** from stored credentials:
```bash
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-key` is 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:
```html
<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`.
#### 4b. Create `src/playfun.js` integration module
Create a module that wires the Play.fun SDK into the game's EventBus:
```js
// 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:over`
Adapt 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.
#### 4c. Wire into main.js
Add the Play.fun init call to the game's entry point (`src/main.js`):
```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.
#### 4d. Safe area insets
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.
### Step 5: Rebuild and redeploy
```bash
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):**
```bash
~/.agents/skills/here-now/scripts/publish.sh dist/
```
**GitHub Pages (if project uses it):**
```bash
npx gh-pages -d dist
```
### Step 6: Confirm and share
Verify the deployment is live (here.now deploys are instant; GitHub Pages may take 1-2 minutes):
```bash
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](https://www.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
## Example Usage
```
/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.
## Troubleshooting
### Auth callback blocked by browser
**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.
### Game registration returns 4xx error
**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.
### SDK not loading (ad blockers)
**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.
### savePoints modal appears during gameplay
**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.
### API key not found
**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.
## Security Notes
- **Public API key in HTML**: The `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.
- **Secret key handling**: The Play.fun secret key (used for server-side API registration) is only used during the `register_game` API call and is never written to game source files or deployed artifacts.
- **Credential storage**: Credentials are managed by `playfun-auth.js` in a local credential store. The agent never reads internal agent configuration files (e.g., `~/.claude.json`).
- **Financial operations**: All wallet-connect and reward-claiming operations are initiated by the end player through the Play.fun SDK UI. The game developer's code does not handle funds, private keys, or wallet operations — the SDK mediates all financial interactions client-side.
- **Deployment**: Only the public API key and game ID are present in deployed files. No secrets are included in build artifacts.
© OpusGameLabs · MIT · PlayableIntelligence/game-creator