Kuickr GameKit / resource map

Tiny Game Production Kit

A product map for turning the js13kGames resources into Kuickr engine packages, MCP actions, starter templates, and build tools for small playable web games.

status: proposed package map source: js13kgames.com/resources revision: 2026-07-03 owner: Kuickr Play
Direction: Kuickr should not become only another JavaScript engine. The stronger product is a tiny game production kit: idea to sprite assets to sounds to code to compressed playable package, all reachable through MCP.
kuickr-game-core

Core Engine

Small canvas-first runtime inspired by Kontra, LittleJS, Tiny-Canvas, js13k-ecs, and js13k-2d.

  • Game loop and fixed-step update.
  • Scene manager and tiny state/store layer.
  • Keyboard, pointer, and mobile touch input.
  • Entity/component helpers without heavy framework cost.
  • Collision helpers, object pooling, camera, and asset registry.
kuickr-game-audio

Sound

Procedural audio tools inspired by ZzFX, ZzFXM, TinyMusic, Mini Sound Editor, and midi2array.

  • Generate jump, hit, collect, crash, wake, and win sounds.
  • Attach sounds to named game events.
  • Optional loop/music renderer for tiny background tracks.
  • Future MIDI import to compact note arrays.
kuickr-game-assets

Sprites And Assets

Compact asset workflow inspired by Piskel, Aseprite, Mini Pixel Art, RLE sprite editor, TinySprites, Mini SVG Creator, and tiny pixel font tools.

  • Text sprite format and sprite atlas exporter.
  • Palette manager and tint/palette-swap helper.
  • Pixel font helper for canvas HUDs.
  • SVG-to-code helper for simple vector effects.
  • Sprite preview, hitbox overlay, and animation inspector.
kuickr-game-build

Build And Compression

A build layer inspired by Terser, Roadroller, ECT, ADVZIP, RegPack, UglifyJS, Closure Compiler, and glslx.

  • Minify JavaScript, CSS, and HTML.
  • Inline or externalize assets depending on size.
  • Compress sprites, audio, and code.
  • Produce size reports and before/after comparisons.
  • Suggest reductions when the target budget is missed.
kuickr-game-template

Templates

Starter tracks inspired by js13k-toolkit, TypeScript Starter, WebGL TypeScript Starter, js13k-webpack-starter, PWA starter pack, and gamejam-boilerplate.

  • Canvas 2D starter.
  • Sprite runner starter.
  • Platformer, puzzle, board, arena, and visual novel starters.
  • Mobile touch starter with responsive controls.
  • Offline/PWA starter for exportable games.
kuickr-game-studio

Editor Tools

The layer where Kuickr can be differentiated: level editor, map editor, asset picker, sound picker, input tester, and performance monitor.

  • Level and map editors inspired by js13k-level-editor and 3D map editor.
  • Mini URI-style asset encoding and preview.
  • Input tester inspired by Mini KeyCode.
  • stats.js-style frame, draw, entity, and relay monitors.

Package Map

Each package should be usable alone, but the MCP layer should compose them into complete game production workflows.

Package Primary Job Reference Resources First Kuickr Deliverable
core Runtime primitives for tiny games. Kontra, LittleJS, Tiny-Canvas, js13k-ecs, js13k-2d. Canvas loop, input, entities, collisions, debug state.
audio Generate and attach procedural sound. ZzFX, ZzFXM, TinyMusic, Mini Sound Editor. MCP action: generate event sounds.
assets Create compact sprites, fonts, palettes, and icons. TinySprites, Mini Pixel Art, RLE sprite editor, Pixel Font, Mini SVG Creator. Sprite string format plus preview/exporter.
build Compress and report final game size. Terser, Roadroller, ECT, ADVZIP, RegPack, Closure Compiler. Build report with top size contributors.
templates Start games from known-good shells. js13k-toolkit, gamejam-boilerplate, TypeScript Starter. sprite-runner, board, and arena templates.
studio Browser tools for editing and testing. js13k-level-editor, Mini URI, Mini KeyCode, stats.js. Level editor, asset picker, performance HUD.

MCP Commands

The killer feature is a production workflow that can be driven through natural prompts and still produces inspectable artifacts.

Create a tiny platformer starter using Kuickr GameKit.
Add keyboard and mobile touch controls.
Generate 3 sounds using ZzFX style.
Create 4 compressed pixel sprites.
Build and show final zip size.

Authoring

  • create_game_template(type)
  • add_mobile_controls(mode)
  • add_multiplayer_ghosts()
  • add_debug_overlay()

Assets

  • generate_sprite(name, style, frames)
  • compress_sprite_pack(target)
  • generate_sound(event)
  • attach_sound(event, sound)

Build

  • build_game(target_size)
  • show_size_report()
  • suggest_reductions()
  • publish_game()

QA

  • playtest_desktop()
  • playtest_mobile()
  • inspect_console_errors()
  • capture_screenshots()

Build Flow

A single game should move through a consistent pipeline from idea to hosted artifact.

1. IdeaPrompt creates the game brief, loop, controls, and constraints.
2. TemplateGameKit selects the smallest matching starter.
3. AssetsSprites, palettes, fonts, and sounds are generated or compressed.
4. BuildCode and assets are packed with a size report.
5. PublishKuickr hosts the game, lobby, preview, and playtest report.

First Implementation Order

Phase Ship This First Why
1 sprite-runner template plus sprite text format. Directly fixes the current graphics problem with low runtime cost.
2 Audio event generator using ZzFX-style presets. Immediate feel improvement without asset files.
3 Build/size report for HTML games. Makes Kuickr visibly better than ad hoc code generation.
4 Level editor and asset picker. Turns one-off games into reusable game creation surfaces.
5 Compression target mode: under 13kb, under 50kb, balanced. Lets users choose tiny, practical, or polished output.