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@table-games-engine/game-kit

v0.1.3

Published

Build, check, simulate and preview store games on table-games-engine.

Readme

@table-games-engine/game-kit

Toolkit for building a turn-based multiplayer browser game (usually with an LLM such as Claude) and getting it ready for the Logigra game store. It scaffolds a game package, ships the instructions your LLM follows, and gives you one command (check) that runs everything the store's CI runs.

Requirements

  • Node.js >=22.13.0 (tested: 22.17.0, 24.18.0, 26.8.2)
  • Docker, only for game-kit preview

Quick start

npx @table-games-engine/game-kit create my-game     # scaffold + npm install
cd my-game

Then build the game with your LLM. Point it at the skill shipped in the package:

node_modules/@table-games-engine/game-kit/skill/create-store-game.md

(the scaffold's AGENTS.md already says this). Give it your rules text, locales and player count. Iterate with:

npx game-kit test                 # your unit tests
npx game-kit simulate -n 200      # random full matches, catches loops and illegal moves
npx game-kit check                # everything CI runs; done when it prints "check: OK"
npx game-kit preview              # play both seats locally (needs Docker)

Commands

| Command | Flags | What it does | |---|---|---| | game-kit create <slug> | --no-install | Scaffold a new game in ./<slug>; installs dependencies unless --no-install. | | game-kit test | none | Runs the game's tests (vitest). | | game-kit simulate | -n <matches> (default 1000), --seed <n> (default 1), --preset <id>, --players <n> | Plays random matches to completion. By default covers every preset and every player count in game.json. | | game-kit check | none | Validates game.json, lints logic/, typechecks, runs tests, simulates, builds the client. | | game-kit preview | --preset <id>, --locale <xx> | Runs the game locally with both seats side by side. Needs Docker. |

Numeric flags must be whole numbers (-n and --players at least 1).

What a game looks like

game.json          metadata: slug, name, players, locales, presets, rules files, client entry
rules.md           rules text (rules.<locale>.md for more locales)
logic/index.ts     server-side game logic: export default a GamePlugin
client/            vite app (index.html, main.ts) shown to players
tests/             vitest tests (the template drives a full match)

game.json is validated against schema/game.schema.json (referenced by $schema in the scaffold).

Logic. logic/index.ts default-exports a GamePlugin from @table-games-engine/core: a manifest, setup, actionHandlers, winConditionChecker, and legalMoves(state, playerId). legalMoves is optional in the core type but required by game-kit (simulate and check need it); it must list every concrete move that player may submit now (and [] when it is not their turn or the game is over). Logic must be deterministic and pure: no Math.random, Date, network or module-level mutable state. Use ctx.random* helpers for randomness. check enforces these rules.

Client. The client runs in a sandboxed iframe with no network access. It talks to the store only through the bridge:

import { connectBridge, type StatePayload } from '@table-games-engine/game-kit/bridge';

const bridge = connectBridge(
  (s: StatePayload) => render(s),   // s.view, s.seat, s.legalMoves, s.status, s.result
  (kind) => showNotice(kind),       // 'rejected' | 'reconnecting' | 'server-restart' | 'opponent-left' | 'lobby-expired'
);
// on a click: bridge.send(chosenMove)   // only moves from the latest s.legalMoves

The full contract, with common failures and fixes, is in the skill file above.

Publishing to the store

Games are submitted by pull request to the curated Logigra catalog; request access at logigra.ru. Full docs: logigra.ru/en/docs. A game must pass game-kit check.

Related packages

@table-games-engine/core (types and helpers your logic imports); the other @table-games-engine/* packages are installed for you.

Licence

Apache-2.0. game-kit also depends on @table-games-engine/nakama-adapter and @table-games-engine/persistence, which are FSL-1.1-ALv2 (any use except a competing commercial service; each release becomes Apache-2.0 two years later). The games you build are yours.