Launch an AI-built browser game: mobile, licensing, leaderboards and the itch.io page
by PaperChaseWebb
A launch plan for a browser game built with an AI agent: performance budget, device tests, audio and touch fixes, an asset license ledger, leaderboard hardening and the itch.io page.
- Price
- $19
- Difficulty
- Intermediate
- Setup
- 30 min
- Format
- .md file
launch-an-ai-built-browser-game.md · 13 KB · instant download after checkout
Want this built for you instead? We can build it for you.
What you end up with
Your game loads fast on a phone, plays with touch and sound, has a clean credits list, a leaderboard that is not trivial to fake and a page that tells players what it is.
What you get
- One .md playbook in seven stages
- Performance budget table and a device test matrix
- Audio unlock, tab pause and touch scroll snippet (syntax checked)
- Asset and license ledger template with rules for CC, fonts and AI-generated assets
- Leaderboard threat list and server rules
- itch.io upload and page checklist, launch day plan and six prompts
Who it is for
Anyone who prototyped a browser game with an AI agent, for a jam or for fun, and wants it to survive real players on real phones.
Works with
Solid chips: the agent is named in this listing's own tools list. Dashed chip: Plain Markdown, so it also pastes into other agents such as Grok Bot, Hermes, OpenClaw or Muse. We list those as compatible by format only, not as tested.
Tools needed
Cost to run: Free. itch.io hosting is free; a leaderboard backend fits in free tiers of Supabase, Firebase or Cloudflare Workers.
Time to result: One weekend before launch, one evening on launch day
How it works
Fact sheet
Write down what the game is, its controls, session length, engine and assets.
Expected: One block every later prompt and post reuses.
Performance pass
Measure load size, first playable frame and frame time on a throttled phone profile, then fix one thing at a time.
Expected: Numbers inside the budget, or a list of what is left.
Input, audio and devices
Add touch controls, unlock audio on first input, pause on tab hide and test the matrix.
Expected: Every row of the device matrix filled in.
License ledger
List every asset with source and license. Replace anything you cannot source.
Expected: No empty Source cells and a credits list that matches.
Leaderboard
Move score writes behind a server function with run ids, limits and rate limits.
Expected: Direct inserts and impossible scores are rejected.
Page and launch
Upload, test the embedded build on a phone, write the page and follow the launch day plan.
Expected: A live page with screenshots, controls, credits and a working build.
Sample prompt from the pack
Do not edit any files. This is a browser game built with [engine]. Production build command: [npm run build]. Output: [dist]. Audit it for launch and report as a table (area, finding, severity, smallest fix): 1. Load: total size of the build, largest files, anything loaded before the first scene that could wait. 2. Loop: allocations or heavy work inside update or render functions. 3. Input: are there touch equivalents for every control? Does dragging scroll or zoom the page? 4. Audio: does it start only after user input? Does it pause when the tab is hidden? 5. Resize and orientation, leftovers (debug overlays, cheat keys, test levels) and global error handling. Mark anything you could not check.
Fix one finding per commit with the follow-up prompt in the pack, and measure before and after.
Free preview of the file
# Launch an AI-built browser game: mobile, licensing, leaderboards and the itch.io page PaperChase agent use case pack (playbook), version 1.0. For browser games made with Phaser, Three.js, plain canvas or a game-generation tool, built with Cursor, Claude Code or another agent. Time: one weekend before launch, one evening on launch day. ## Where AI-built games fall over at launch The prototype runs on your laptop. Then real players arrive and: - It takes 20 seconds to load on a phone, or never gets past a black screen in Safari. - There is no sound, because browsers block audio until the player taps something. - Touch controls were never built, or the page scrolls when the player swipes. - The leaderboard fills with impossible scores within an hour. - Someone asks where the music came from, and you do not know. - The itch.io page shows a tiny frame with scroll bars and no screenshots. None of this is hard to fix. It just has to be checked before launch day instead of during it. ## The plan 1. Lock the build and write down what the game is 2. Performance and loading pass 3. Input, audio and device pass 4. Asset and license ledger 5. Leaderboard and save data hardening (skip if none) 6. itch.io page and upload 7. Launch day posts and the first 48 hours ## Contents 1. Game fact sheet 2. Performance budget and checks 3. Device test matrix 4. Audio unlock and tab visibility snippet 5. Asset and license ledger template 6. Leaderboard threat list and server rules 7. itch.io page checklist 8. Launch day plan and post templates 9. Stage prompts for your coding agent 10. After launch: errors, feedback, first patch
Worth knowing
- Platform rules, upload options and tags change. Check itch.io's and each community's current rules before launch.
- License notes are general information, not legal advice. When an asset's rights are unclear, replace it.
- No client-side game is cheat-proof. The leaderboard rules make cheating harder, not impossible.
Questions
Does it work for game jam entries?
Yes. Skip the leaderboard stage if you have none. The performance, device and license stages matter most for jams that require a free, no-login web game.
Is there a review version?
Yes. Game Launch App Launch Check is a paid review of your game repo and playable URL against the same areas, with a fix list. See the App Launch Check page.
Details
Version 1.0 · Updated Oct 15, 2026 · Markdown version of this page
License: Personal and commercial use by the buyer. No resale, redistribution or republishing as a competing pack. See Downloads in the terms. Download terms
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