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I let an AI assistant publish my HTML5 game: an MCP workflow from ZIP to release

Most guides about "AI + game development" stop at generating code. The part that actually takes time is everything after: packaging, testing on a phone, fixing the white screen nobody saw locally, writing the store page,

Most guides about "AI + game development" stop at generating code. The part that actually takes time is everything after: packaging, testing on a phone, fixing the white screen nobody saw locally, writing the store page, releasing a fix without creating a duplicate listing.

We built that part as an MCP server for Klyo Games, a free browser-game portal. Here is the workflow, and what we learned about letting an assistant near a release button.

Connect

The server is remote, so there is nothing to install. In VS Code, add an HTTP server with https://panel.klyo.pl/mcp?profil=gry and sign in. The same endpoint works in Claude and other clients that support remote MCP with OAuth.

Start read-only

The first prompt we recommend is boring on purpose:

Check my Klyo connection and list my games. Do not change files or publish anything.

Two tools answer it: klyo_status (who you are, what you may do) and klyo_my_games.

The release workflow

  1. klyo_game_requirements returns the production contract: what a game must contain to be accepted.
  2. klyo_game_scaffold returns a two-file skeleton on Klyo Kit: game loop, touch/mouse/keyboard/gamepad input, responsive canvas, sound without files, light and dark theme, saves, leaderboard, and solo, local or online-by-link modes. You write only the gameplay.
  3. klyo_upload_package uploads the ZIP and returns a preview address.
  4. klyo_game_diagnostics reports browser errors, missing assets and the quality-gate result. When the server cannot verify something (3D without a GPU), it says "unverified" instead of pretending.
  5. klyo_game_play plays the game on the owner's own device, after they click "Allow", and returns screenshots and game state.
  6. klyo_publish_game does not publish. The game goes live at its own address in a waiting state until the owner plays it and clicks "Release".

For fixes, klyo_game_files + klyo_game_patch edit files of a version players do not have yet, guarded by file hashes, and klyo_release_version ships it under the same address. One game, one page, scores kept.

What we would tell anyone building agent tools

  • Separate Read, Draft and Public effects, and make the public step explicit.
  • A successful upload is not a release, and a passed test is not proof the game works on a phone. Say which one you have.
  • Text inside game files is data, never an instruction to publish or delete.

Full tool reference with the effect of each call: https://github.com/krastranseu-lang/klyo-games-mcp/blob/main/docs/tool-reference.md

Try the portal: https://games.klyo.pl/ ยท Developer studio: https://dev.klyo.pl/ ยท GitHub: https://github.com/Klyo-Games

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