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
-
klyo_game_requirementsreturns the production contract: what a game must contain to be accepted. -
klyo_game_scaffoldreturns 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. -
klyo_upload_packageuploads the ZIP and returns a preview address. -
klyo_game_diagnosticsreports 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. -
klyo_game_playplays the game on the owner's own device, after they click "Allow", and returns screenshots and game state. -
klyo_publish_gamedoes 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
Originally published by Dev.to AI. Aggregated on AIWithGhost for educational purposes โ full credit and traffic to the original publisher.