--- 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 `$ARGUMENTS` to find the game project directory. If not provided, check the current working directory for a `package.json` with Phaser or Three.js dependencies. Read `package.json` to confirm this is a game project. Read `vite.config.js` or similar to determine the deployed URL (look for `base` path). ### Step 1: Authenticate with Play.fun Check if the user already has Play.fun credentials: ```bash node skills/playdotfun/scripts/playfun-auth.js status ``` **If credentials exist and are valid**, skip to Step 2. **If no credentials**, walk the user through authentication: > To register your game on Play.fun, you need to authenticate first. > > I'll start a local auth server. Click the link below to log in: ```bash node skills/playdotfun/scripts/playfun-auth.js callback & ``` Then tell the user: > Open this URL in your browser: > **https://app.play.fun/skills-auth?callback=http://localhost:9876/callback** > > Log in with your Play.fun account. The credentials will be saved automatically. > Tell me when you're done. **Wait for user confirmation.** Then verify: ```bash node skills/playdotfun/scripts/playfun-auth.js status ``` If verification fails, offer the manual method as a fallback: > If the callback didn't work, you can paste your credentials manually. > Go to your Play.fun dashboard, copy your API credentials (base64 format), and I'll save them: > ``` > node skills/playdotfun/scripts/playfun-auth.js manual > ``` ### Step 2: Determine the game URL Find the deployed game URL. Check in this order: 1. Check for a here.now deploy state file: ```bash cat .herenow/state.json 2>/dev/null | jq -r '.publishes | to_entries[0].value.siteUrl // empty' ``` If found, the URL is the `siteUrl` value (e.g., `https://.here.now/`) 2. Look for a GitHub Pages URL by running: ```bash GITHUB_USER=$(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": "", "description": "", "gameUrl": "", "platform": "web", "isHTMLGame": true, "iframable": true, "maxScorePerSession": , "maxSessionsPerDay": 50, "maxCumulativePointsPerDay": } ``` **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**: `` > **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 `` tag: ```html ``` **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 = ''; 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 && 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**: `` > **View on Play.fun**: `https://play.fun/games/` > > **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/`. 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.