MCP.Market

playproof MCP server

by EmirhanOzl·io.github.EmirhanOzl/playproof·v0.3.2

See and playtest browser games: frame-by-frame motion, crash hunting, phone layouts, frame pacing.

A92/100grade A
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Safety scan
A92/100

full report

Adoption
Growing

0 stars893 downloads/wk

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If you have run it, two minutes of your experience saves the next person an afternoon.

playproof tools (6, 1 write)

write = sends, deletes, buys or posts

Read from the package source without running it. The installed server may list more.

  • check

    Films every scenario in playproof.config.json and compares it with its committed baseline (a snapshot test for motion), then runs monkey and devices. Changed motion is an error with a compare image; update = true accepts the current motion as the new baseline (rewrites files: only when the change is intended).

  • devices

    Loads the game on nine screens and returns them side by side, with layout findings: blurry or stretched canvas, canvas cut off, page scrolling, missing viewport meta, missing touch-action, clipped text, small touch targets.

  • frameswrite action

    Runs the game on a virtual clock, optionally performs steps to trigger something, then films it frame by frame. Returns a contact sheet (tiles with frame number and time, dashed boxes around what moved, a bar per frame of how much changed) and an onion-skin image (the whole motion ghosted into one picture), plus flagged sudden jumps, one-frame flicker and stalls. Runs are deterministic: pass compa

  • monkey

    Random taps, drags, keys and backgrounding, repeatable by seed. Reports uncaught errors, failed requests, hangs, soft-locks and a render loop that stops, each with a command that reproduces it.

  • perf

    Measures real frame times (fps, p95/p99, dropped frames at the display's refresh rate, long tasks, heap growth) while the game idles, runs steps, or takes random taps. Locally the CPU is slowed 4x; android = true measures Chrome on a USB-connected Android phone.

  • play

    Plays a script of taps, drags, keys and waits on the virtual clock and returns a storyboard of every "shot" and "film" step. Use "until <js> <time>" to wait for game states instead of guessing.

Public scan report

scanner v0.1.10 · 2026-10-25 · same rubric, same numbers if you re-run it

no findings
  • Code scan27 source files scanned25/25
  • –Live reliabilityno gateway calls yet and no remote to proben/a
  • –Tool poisoningtools not inspected (local package is not executed); not countedn/a
  • Auth qualitylocal package, no credentials required12/15
  • Maintenancelast push 2 days ago15/15
  • Maintainer identityregistry namespace matches repository owner; GitHub account older than a year8/10
Overall 92/100. Components that don't apply are left out of the denominator. Any critical finding is an F.RubricAppeal a findingJSON

How playproof compares

Against every graded Scraping and browsing MCP server, from our own scans and uptime checks. Updated after each scan run.

Safety score
92/100
higher than 85% of 807 Scraping and browsing servers
Tools
6
the typical Scraping and browsing server has 7
Tools that change things
17%
typical: 0%. Fewer write tools means less an agent can break
Downloads a week
893
more than 91% of 295 Scraping and browsing servers with a package

What its tools let an agent do: 5 read · 1 change

Install playproof in Claude Code, Cursor or VS Code

Runs npx -y playproof on your machine. Read the scan report first; the gateway never runs local packages.

claude mcp add playproof -- npx -y playproof
Add to Cursor

What the publisher says

From the playproof repository's README, as published. We do not edit it. Read it on GitHub

playproof

Eyes and hands for browser games.

Coding agents can write a web game in minutes, but they can't watch it move. playproof lets them (and you) see a game frame by frame, play it with scripted input, hunt for crashes, check it on phone screens and measure how smoothly it runs, on desktop or on a real Android phone. Everything comes back as images made to be read, with a short summary that points at what looks wrong.

Tested with Canvas 2D, DOM, Phaser 3, PixiJS 8, three.js, Godot 4 web exports and Unity WebGL builds: two runs of each give identical frames (npm run test:engines).

Install

Ask your agent

Paste this into Claude Code, Codex, Cursor, Gemini CLI or any other coding agent:

Install playproof from https://github.com/EmirhanOzl/playproof

It will pick the right command below for itself.

Claude Code

claude plugin marketplace add EmirhanOzl/playproof
claude plugin install playproof@playproof

Codex

codex plugin marketplace add EmirhanOzl/playproof
codex plugin add playproof@playproof

Gemini CLI

gemini extensions install https://github.com/EmirhanOzl/playproof

Cursor, OpenCode, GitHub Copilot and other agents

npx skills add EmirhanOzl/playproof

Claude Desktop and other MCP apps

For apps that call tools instead of running commands, playproof is also an MCP server whose tools return the images directly. Add it to the app's MCP config:

{
  "mcpServers": {
    "playproof": { "command": "npx", "args": ["-y", "playproof", "mcp"] }
  }
}

Without an agent

Nothing to install. npx playproof init in your game's folder writes a playproof.config.json (it finds your dev server, build folder or HTML file); or point any command at a dev server, a build folder or an HTML file directly:

npx playproof frames http://localhost:5173 --device "Pixel 8" --do "tap 50%,50%" --duration 1s

playproof uses your installed Chrome or Edge. npx playproof install-browser downloads its own Chromium if you prefer.

Why

A screenshot catches one random instant, so the things that make a game feel broken stay invisible: a jump without anticipation, a sprite that teleports, a one-frame flicker, a button that does nothing, a crash after a hundred taps, a canvas that is blurry on every phone.

playproof runs the game on a virtual clock. Time only moves when playproof moves it, one exact frame at a time, so it can film any moment and every run gives the same pixels. Then it lays the frames out where a model (or a person) can actually look at them. Because runs repeat exactly, an agent can film a motion, change the code, film it again and see precisely what its change did.

What it does

frames: watch an animation

Films the game frame by frame and builds a contact sheet: dashed boxes show what changed since the previous tile, and the bar chart shows how much of the screen changed in every frame. playproof flags sudden jumps (teleports, missing tweens), one-frame flicker (draw-order bugs, half-updated state), holds (stalls) and nothing moving at all.

npx playproof frames ./dist --device "Pixel 8" --do "tap @Play; wait 400ms; key Space" --duration 700ms

Shortened. The full README is on GitHub.

Nothing above is checked by us. What we check is on the safety report.

playproof: common questions

Is playproof MCP server safe?
Yes, by our scan: it is graded A (92/100). Read the playproof safety report
How do I install playproof?
It runs on your machine. Copy the Claude Code, Cursor, VS Code or Claude Desktop config from the install section.
Does playproof need an API key?
Not as far as the registry entry and our scan can tell: no credentials are declared or required.
Is playproof maintained?
The last commit was 3 days ago (2026-10-22). The latest release is v0.3.2.
What can I use instead of playproof?
Servers from other publishers that do the same job: GrowBlocks Dev Kit MCP server, Auth Your Agent MCP server and gamedev.pl MCP server. Compare all playproof alternatives.
How does playproof compare with other Scraping and browsing MCP servers?
safety score 92/100 (higher than 85% of 807 Scraping and browsing servers); tools 6 (the typical Scraping and browsing server has 7); tools that change things 17% (typical: 0%. Fewer write tools means less an agent can break). Full comparison.

Alternatives to playproof

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