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/openai-develop-web-game

Use when the agent is building or iterating on a web game (HTML/JS) and needs a reliable

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skills-curated
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$ npx -y skills add trailofbits/skills-curated --skill openai-develop-web-game --agent claude-code

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How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/openai-develop-web-game

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Use when the agent is building or iterating on a web game (HTML/JS) and needs a reliable

SKILL.md

openai-develop-web-game.SKILL.md
name: openai-develop-web-game
description: 'Use when the agent is building or iterating on a web game (HTML/JS) and needs a reliable
  development + testing loop: implement small changes, run a Playwright-based test script with short input
  bursts and intentional pauses, inspect screenshots/text, and review console errors with render_game_to_text.
  Originally from OpenAI''s curated skills catalog.'
allowed-tools:
- Bash
- Read
- Grep
- Glob
- Write
- Edit

Develop Web Game

Build games in small steps and validate every change. Treat each iteration as: implement → act → pause → observe → adjust.

Scripts and references are located under `{baseDir}/`.

Workflow

1. **Pick a goal.** Define a single feature or behavior to implement. 2. **Implement small.** Make the smallest change that moves the game forward. 3. **Ensure integration points.** Provide a single canvas and `window.render_game_to_text` so the test loop can read state. 4. **Add `window.advanceTime(ms)`.** Strongly prefer a deterministic step hook so the Playwright script can advance frames reliably; without it, automated tests can be flaky. 5. **Initialize progress.md.** If `progress.md` exists, read it first and confirm the original user prompt is recorded at the top (prefix with `Original prompt:`). Also note any TODOs and suggestions left by the previous agent. If missing, create it and write `Original prompt: <prompt>` at the top before appending updates. 6. **Verify Playwright availability.** Ensure `playwright` is available (local dependency or global install). If unsure, check `npx` first. 7. **Run the Playwright test script.** You must run `$WEB_GAME_CLIENT` after each meaningful change; do not invent a new client unless required. 8. **Use the payload reference.** Base actions on `$WEB_GAME_ACTIONS` to avoid guessing keys. 9. **Inspect state.** Capture screenshots and text state after each burst. 10. **Inspect screenshots.** Open the latest screenshot, verify expected visuals, fix any issues, and rerun the script. Repeat until correct. 11. **Verify controls and state (multi-step focus).** Exhaustively exercise all important interactions. For each, think through the full multi-step sequence it implies (cause → intermediate states → outcome) and verify the entire chain works end-to-end. Confirm `render_game_to_text` reflects the same state shown on screen. If anything is off, fix and rerun. Examples of important interactions: move, jump, shoot/attack, interact/use, select/confirm/cancel in menus, pause/resume, restart, and any special abilities or puzzle actions defined by the request. Multi-step examples: shooting an enemy should reduce its health; when health reaches 0 it should disappear and update the score; collecting a key should unlock a door and allow level progression. 12. **Check errors.** Review console errors and fix the first new issue before continuing. 13. **Reset between scenarios.** Avoid cross-test state when validating distinct features. 14. **Iterate with small deltas.** Change one variable at a time (frames, inputs, timing, positions), then repeat steps 7–13 until stable.

Example command (actions required):

node "$WEB_GAME_CLIENT" --url http://localhost:5173 --actions-file "$WEB_GAME_ACTIONS" --click-selector "#start-btn" --iterations 3 --pause-ms 250

Example actions (inline JSON):

{
  "steps": [
    { "buttons": ["left_mouse_button"], "frames": 2, "mouse_x": 120, "mouse_y": 80 },
    { "buttons": [], "frames": 6 },
    { "buttons": ["right"], "frames": 8 },
    { "buttons": ["space"], "frames": 4 }
  ]
}

Test Checklist

Test any new features added for the request and any areas your logic changes could affect. Identify issues, fix them, and re-run the tests to confirm they’re resolved.

Examples of things to test:

  • Primary movement/interaction inputs (e.g., move, jump, shoot, confirm/select).
  • Win/lose or success/fail transitions.
  • Score/health/resource changes.
  • Boundary conditions (collisions, walls, screen edges).
  • Menu/pause/start flow if present.
  • Any special actions tied to the request (powerups, combos, abilities, puzzles, timers).

Test Artifacts to Review

  • Latest screenshots from the Playwright run.
  • Latest `render_game_to_text` JSON output.
  • Console error logs (fix the first new error before continuing).

You must actually open and visually inspect the latest screenshots after running the Playwright script, not just generate them. Ensure everything that should be visible on screen is actually visible. Go beyond the start screen and capture gameplay screenshots that cover all newly added features. Treat the screenshots as the source of truth; if something is missing, it is missing in the build. If you suspect a headless/WebGL capture issue, rerun the Playwright script in headed mode and re-check. Fix and rerun in a tight loop until the screenshots and text state look correct. Once fixes are verified, re-test all important interactions and controls, confirm they work, and ensure your changes did not introduce regressions. If they did, fix them and rerun everything in a loop until interactions, text state, and controls all work as expected. Be exhaustive in testing controls; broken games are not acceptable.

Core Game Guidelines

Canvas + Layout

  • Prefer a single canvas centered in the window.

Visuals

  • Keep on-screen text minimal; show controls on a start/menu screen rather than overlaying them during play.
  • Avoid overly dark scenes unless the design calls for it. Make key elements easy to see.
  • Draw the background on the canvas itself instead of relying on CSS backgrounds.

Text State Output (render_game_to_text)

Expose a `window.render_game_to_text` function that returns a concise JSON string representing the current game state. The text should include enough information to play the game without visuals.

Minimal pattern:

function renderGameToText() {
  const payload = {
    mode: state.mode,
    player: { x: stat
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