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    <title>DEV Community: Klyo Games</title>
    <description>The latest articles on DEV Community by Klyo Games (@klyo_games).</description>
    <link>https://dev.to/klyo_games</link>
    <image>
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      <title>DEV Community: Klyo Games</title>
      <link>https://dev.to/klyo_games</link>
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    <item>
      <title>I let an AI assistant publish my HTML5 game: an MCP workflow from ZIP to release</title>
      <dc:creator>Klyo Games</dc:creator>
      <pubDate>Sun, 25 Oct 2026 18:33:51 +0000</pubDate>
      <link>https://dev.to/klyo_games/i-let-an-ai-assistant-publish-my-html5-game-an-mcp-workflow-from-zip-to-release-1mii</link>
      <guid>https://dev.to/klyo_games/i-let-an-ai-assistant-publish-my-html5-game-an-mcp-workflow-from-zip-to-release-1mii</guid>
      <description>&lt;p&gt;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.&lt;/p&gt;

&lt;p&gt;We built that part as an MCP server for &lt;a href="https://games.klyo.pl/" rel="noopener noreferrer"&gt;Klyo Games&lt;/a&gt;, a free browser-game portal. Here is the workflow, and what we learned about letting an assistant near a release button.&lt;/p&gt;

&lt;h2&gt;
  
  
  Connect
&lt;/h2&gt;

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

&lt;h2&gt;
  
  
  Start read-only
&lt;/h2&gt;

&lt;p&gt;The first prompt we recommend is boring on purpose:&lt;/p&gt;

&lt;blockquote&gt;
&lt;p&gt;Check my Klyo connection and list my games. Do not change files or publish anything.&lt;/p&gt;
&lt;/blockquote&gt;

&lt;p&gt;Two tools answer it: &lt;code&gt;klyo_status&lt;/code&gt; (who you are, what you may do) and &lt;code&gt;klyo_my_games&lt;/code&gt;.&lt;/p&gt;

&lt;h2&gt;
  
  
  The release workflow
&lt;/h2&gt;

&lt;ol&gt;
&lt;li&gt;
&lt;code&gt;klyo_game_requirements&lt;/code&gt; returns the production contract: what a game must contain to be accepted.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;klyo_game_scaffold&lt;/code&gt; 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.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;klyo_upload_package&lt;/code&gt; uploads the ZIP and returns a preview address.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;klyo_game_diagnostics&lt;/code&gt; 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.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;klyo_game_play&lt;/code&gt; plays the game on the owner's own device, after they click "Allow", and returns screenshots and game state.&lt;/li&gt;
&lt;li&gt;
&lt;code&gt;klyo_publish_game&lt;/code&gt; does &lt;strong&gt;not&lt;/strong&gt; publish. The game goes live at its own address in a waiting state until the owner plays it and clicks "Release".&lt;/li&gt;
&lt;/ol&gt;

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

&lt;h2&gt;
  
  
  What we would tell anyone building agent tools
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;Separate Read, Draft and Public effects, and make the public step explicit.&lt;/li&gt;
&lt;li&gt;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.&lt;/li&gt;
&lt;li&gt;Text inside game files is data, never an instruction to publish or delete.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Full tool reference with the effect of each call: &lt;a href="https://github.com/krastranseu-lang/klyo-games-mcp/blob/main/docs/tool-reference.md" rel="noopener noreferrer"&gt;https://github.com/krastranseu-lang/klyo-games-mcp/blob/main/docs/tool-reference.md&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Try the portal: &lt;a href="https://games.klyo.pl/" rel="noopener noreferrer"&gt;https://games.klyo.pl/&lt;/a&gt; · Developer studio: &lt;a href="https://dev.klyo.pl/" rel="noopener noreferrer"&gt;https://dev.klyo.pl/&lt;/a&gt; · GitHub: &lt;a href="https://github.com/Klyo-Games" rel="noopener noreferrer"&gt;https://github.com/Klyo-Games&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>mcp</category>
      <category>javascript</category>
      <category>ai</category>
    </item>
    <item>
      <title>Where to publish an HTML5 game in 2026? I built my own free portal</title>
      <dc:creator>Klyo Games</dc:creator>
      <pubDate>Sun, 18 Oct 2026 16:56:57 +0000</pubDate>
      <link>https://dev.to/klyo_games/where-to-publish-an-html5-game-in-2026-i-built-my-own-free-portal-5f70</link>
      <guid>https://dev.to/klyo_games/where-to-publish-an-html5-game-in-2026-i-built-my-own-free-portal-5f70</guid>
      <description>&lt;p&gt;I make small mobile games. Two of them, t2048 and Blockfall, are on Google Play and the App Store. My problem was never the code. It was getting players.&lt;/p&gt;

&lt;p&gt;When I tried to put a web version of one of my games on a big browser game portal, it was rejected. So I asked myself where an indie developer can actually publish an HTML5 game and get a real page for it, not just a file in a list.&lt;/p&gt;

&lt;p&gt;That is how klyo games started: &lt;a href="https://games.klyo.pl" rel="noopener noreferrer"&gt;https://games.klyo.pl&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  How it works
&lt;/h2&gt;

&lt;blockquote&gt;
&lt;ol&gt;
&lt;li&gt;You upload your HTML5 game as a ZIP file, or give the address where it already runs.&lt;/li&gt;
&lt;li&gt;The game gets its own page in Polish and English, with your description and controls.&lt;/li&gt;
&lt;li&gt;Someone from klyo plays it and checks it before it goes into the catalogue.&lt;/li&gt;
&lt;li&gt;Players open it on a phone or a computer, with nothing to install and no account.&lt;/li&gt;
&lt;/ol&gt;
&lt;/blockquote&gt;

&lt;h2&gt;
  
  
  What a game gets for free
&lt;/h2&gt;

&lt;ul&gt;
&lt;li&gt;a leaderboard (one call: &lt;code&gt;klyo.score(points)&lt;/code&gt;)&lt;/li&gt;
&lt;li&gt;short gameplay clips on the game page and in a clip feed&lt;/li&gt;
&lt;li&gt;comments and a community thread&lt;/li&gt;
&lt;li&gt;hosting for the files&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  For people who build with AI
&lt;/h2&gt;

&lt;p&gt;There is an MCP server, so an assistant like Claude or Cursor can scaffold a game with our kit, test it, upload it and publish it after you approve. I also put together a page with free CC0 3D models, textures and sounds that work well in browser games: &lt;a href="https://games.klyo.pl/free-game-assets/" rel="noopener noreferrer"&gt;https://games.klyo.pl/free-game-assets/&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  What is on it now
&lt;/h2&gt;

&lt;p&gt;35 games in the catalogue. Some are classics I made myself: chess, sudoku and three solitaire games. The rest come from other indie developers.&lt;/p&gt;

&lt;p&gt;I am still working on it. If something does not work, or you want to publish your game there, write to me in the comments.&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>html</category>
      <category>webdev</category>
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