Hey everyone — I'm QuadH (HardHeadHackerHead), I build TipTap Games. I checked with the jam host before posting this and got the OK to share it.
Quick version: TipTap is a vertical swipe feed of playable browser games — TikTok, except you're playing instead of watching. Open it on your phone, a game loads instantly, you play, you swipe, the next one loads. No install, no store, no "click to start." We took first place at the Dollar Vibe Club hackathon last week, and the whole platform is built for exactly the kind of game this jam produces.
Why I'm posting in this jam specifically: the entry requirements here are nearly identical to TipTap's ingest requirements. Free, browser-playable, no download, heavily AI-assisted. If you're building for this jam, you've already done most of the work of shipping on TipTap.
What you get
- Free hosting, permanently. Your entry keeps getting played after voting closes instead of going quiet on day 16.
- Leaderboards, scores and achievements you don't have to build. One call: TipTap.submitScore(score). There's a full SDK behind it — unlockAchievement(), saveState() for per-player saves that follow people across devices, getDailySeed() for daily-puzzle games, getChallenge() for beat-my-score share links, share() for the native share sheet. No backend, no accounts, no database on your side. Full SDK reference.
- Mobile distribution. Jam web builds mostly get played on desktop by other jammers. TipTap is mobile-first and touch-native, which is a different audience than the one voting on your entry.
- A creator profile and real analytics — plays, completion rate, where people drop off.
- You keep your game. The license is non-exclusive: host, display, distribute. Your itch page, your jam entry and your rights are completely unaffected. This is an additional home for your game, not a replacement, and definitely not a competing submission.
The part that matters for an AI jam
TipTap has a live MCP server, so your coding agent builds against the platform directly instead of you shuttling files around. The endpoint is:
https://mcp.tiptapgames.com/mcp
There are connection guides for claude.ai, Claude Code, Codex CLI, Replit, Cursor / VS Code, and any other MCP client: https://tiptapgames.com/docs/agents
Your agent gets get_sdk_documentation, list_cookbook_recipes, get_cookbook_recipe, validate_game_draft, submit_game, set_game_achievements, get_game_analytics and more. The loop in practice: your agent writes the game, uploads a draft, runs it through the platform's validator, reads the real errors back, and fixes them itself, repeating until it passes. You get a validated, working draft without hand-debugging CSP violations at 2am.
Worth knowing: the docs are built to be read by your agent, not just by you. There's a machine-readable dump at https://tiptapgames.com/llms-full.txt written for a model rather than a person, and the cookbook tools hand your agent working recipes on request. Point your agent at the MCP server and it can largely onboard itself.
One deliberate limit: an agent can never submit or publish. It builds and validates right up to the line, then stops. You play the game yourself and press submit, because accepting a license is a human's job. Then a human moderator reviews it before it reaches the feed.
Constraints — read these before you get excited
I'd rather you know now than after 3,000 lines. TipTap games are sandboxed hard, and that isn't negotiable, because untrusted code runs next to real players.
- One file. A single self-contained .html file. Inline your JS, CSS and assets.
- 5 MB max. Base64'd assets count against it. Procedural audio and canvas/CSS art are your friends.
- Zero network at runtime. The CSP is connect-src 'none'. No CDN script tags, no fetched assets, no external fonts, no analytics, no API calls. Everything ships inside the file.
- No localStorage. Use TipTap.saveState() instead — 8 KB of JSON per player, and unlike localStorage it follows them across devices.
- Human moderation. Every game is reviewed by a person before going live. Not instant.
The no-network rule is the one that bites people. If your game pulls Phaser or Three.js off a CDN it will not run as-is. You'd have to inline the library, and then 2 MB gets tight. Games written from scratch against canvas port over almost trivially. Engine-heavy builds are a real porting job, and I'd rather say that plainly than have you discover it at the upload screen.
Getting a game up
- Sign in at https://tiptapgames.com
- Connect your agent using the guides at https://tiptapgames.com/docs/agents, or upload the file yourself at https://tiptapgames.com/upload
- Preview it running under the real sandbox — exactly what players will see
- Submit, then human review, then it's live in the feed
All the docs: SDK reference · Agent setup · MCP reference · llms-full.txt
If you hit the sandbox constraints, reply in this thread and I'll debug it with you here, so the answers are useful to everyone else reading. Happy to look at anything, even if you decide not to post it in the end.
Good luck with CHARGE! Looking forward to seeing what lands.
