playproof
NPM · PLAYPROOF
See and playtest browser games: frame-by-frame motion, crash hunting, phone layouts, frame pacing.
Available components
Last scanned (22 hours ago)
Scores higher than 77% of npm servers
Category Testing and QA
How this component scores in each security and reliability category. Every signal is checked automatically from public evidence about the published package, including repeated runs of it in an isolated sandbox, and we only credit what we can confirm. How we score → Why this is hard to score →
Supply Chain Security100
- No malware found by supply-chain analysis.Pass
- No known CVEs affecting this package version or its production dependencies.Pass
- No install/post-install scripts declared.Pass
- 0 of 1 dependencies flagged as unhealthy. View diagnostics → Pass
Provenance & Transparency97
- Source repository is publicly reachable at the declared URL. View diagnostics → Pass
- Cryptographically verified build provenance (signed, bound to EmirhanOzl/playproof). View diagnostics → Pass
- Clear OSI-approved license (MIT).Pass
- Actively maintained (last published 12 days ago).Pass
- Disclosure check failed: no security disclosure policy was found in the source repository. See how to fix → Fail
Schema Quality & AI Usability55
- AI-judged instruction clarity (good).Pass
- Context-footprint check failed: tool/resource definitions use about 2417 tokens (~402/item across 6 items; 6 tools + 0 resources), over budget; trim descriptions and params. See how to fix → Fail
- Usage-examples check failed: none of the tools include examples. See how to fix → Fail
Stability & Change Management43
- Stability observed for 13 of 30 days with no destabilising changes; credit accrues until the full window elapses.Partial
Tool Coverage100
- 100% of tools have a non-trivial description (not blank, and not just the tool's name).Pass
- 100% of tool parameters carry a description.Pass
Tool Safety100
- No prompt-injection markers were found in the server instructions, tool names or descriptions we captured.Pass
- We read all 6 captured tool definition(s), and no name or description among them implies an irreversible operation.Pass
- An AI judge read all 7 captured unit(s) of tool text and found none that tries to manipulate the model reading it.Pass
Capabilities100
- Implements a supported MCP spec version (2025-11-25); the latest is 2026-07-28.Pass
Every change we have recorded for this component, newest first. Security-relevant changes are always shown. ▲ marks a change for the better, ▼ a change for the worse; unmarked changes are neutral.
- 3 Nov 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 37 to 40. That category is still filling its 30-day observation window: 11 days of observed history at the previous scan, 12 at this one. The score rises as the window fills, whether or not the server changes.
- 31 Oct 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 27 to 30. That category is still filling its 30-day observation window: 8 days of observed history at the previous scan, 9 at this one. The score rises as the window fills, whether or not the server changes.
- 29 Oct 26 +1
No change was recorded against any check on this day. Stability & Change Management went from 20 to 23. That category is still filling its 30-day observation window: 6 days of observed history at the previous scan, 7 at this one. The score rises as the window fills, whether or not the server changes.
- 27 Oct 26 +3
- Stability: unverified → 0.17 ▲ functional
- 23 Oct 26 +15
- Malware scan: unverified → pass ▲ security
- 22 Oct 26 62
First indexed and scored.
Diagnostic detail from the automated scan of this channel: what the scanner observed at each step, so you can see exactly where a check passed or failed. It is informational only and never changes the trust score.
Captured 4 Nov 2026 · Analysed npm/playproof@0.3.2
Provenance Verified
A signed build attestation was found and verified, binding this exact artifact to the source repository it claims to come from.
| Result | Verified |
|---|---|
| Ecosystem | npm |
| Reason | Verified |
| Discovered via | Registry attestation endpoint |
| Source repo | EmirhanOzl/playproof |
| Certificate issuer | https://token.actions.githubusercontent.com |
| Certificate SAN | https://github.com/EmirhanOzl/playproof/.github/workflows/release.yml@refs/tags/v0.3.2 |
| Rekor log index | 3399849346 |
| Predicate type | SLSA build provenance https://slsa.dev/provenance/v1 |
| Subject digest | sha512:b098aa76fabca9579d2e972cd7d1cafee3e7813c9601a3d33aa7c9eec4022d5d5f57f2eea9ae308bfabcf5f5777b6339c673d5adda3631b1c23fbff26 |
Background: How many MCP packages publish verified provenance →
Dependencies 1 package
| Packages resolved | 1 |
|---|---|
| Tree resolution | Complete |
Background: SBOMs and build attestations, explained →
The tools this component advertises to a client, with an estimated token cost for each. Expand a tool to see its parameters and schema. The per-tool counts are indicative and are not scored directly; the schema's total context footprint is one signal in Schema Quality & AI Usability. A tool's description is untrusted text the model reads on every call, which is what makes this list a security surface and not just an inventory: how tool poisoning works →
check Check every scenario against its baseline ~100
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).
| Name | Type | Req | Description |
|---|---|---|---|
| only | array | – | Scenario names and/or monkey, devices, perf |
| update | boolean | – | Accept the current motion as the new baselines |
No output schema declared.
No examples provided.
devices Check phones, tablet and desktop ~452
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.
| Name | Type | Req | Description |
|---|---|---|---|
| area | string | – | CSS selector of the game area (default: the largest canvas) |
| device | string | – | Device to emulate: "iPhone 15", "Pixel 8", "desktop" (default) or "390x844@3 mobile" |
| devices | array | – | Device names (default: a matrix of nine) |
| ready | string | – | JavaScript expression that is true once the game has loaded |
| scenario | string | – | Name of a scenario in playproof.config.json: supplies steps, duration, zoom and device |
| steps | string | – | Run on every device before the screenshot. Steps separated by ";". Steps (separate with ";" or new lines, "#" starts a comment line): wait <time> let time pass (virtual time: instant and exact) tap <… |
| target | string | – | URL (e.g. http://localhost:5173), folder (./dist) or HTML file of the game. Optional when playproof.config.json sets it. |
| waitFor | string | – | CSS selector to wait for before starting |
No output schema declared.
No examples provided.
frames Film an animation frame by frame ~576
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 compare = the folder of an earlier run to see exactly what a code change did.
| Name | Type | Req | Description |
|---|---|---|---|
| area | string | – | CSS selector of the game area (default: the largest canvas) |
| compare | string | – | Output folder of an earlier frames run to compare with |
| device | string | – | Device to emulate: "iPhone 15", "Pixel 8", "desktop" (default) or "390x844@3 mobile" |
| duration | string | – | How long to film, e.g. 800ms or 1.5s (default 1s) |
| fps | number | – | Tiles per second on the sheet (default: fit about 24 tiles) |
| ready | string | – | JavaScript expression that is true once the game has loaded |
| scenario | string | – | Name of a scenario in playproof.config.json: supplies steps, duration, zoom and device |
| steps | string | – | Steps separated by ";". Steps (separate with ";" or new lines, "#" starts a comment line): wait <time> let time pass (virtual time: instant and exact) tap <x,y>|@label tap/click inside the game area… |
| target | string | – | URL (e.g. http://localhost:5173), folder (./dist) or HTML file of the game. Optional when playproof.config.json sets it. |
| waitFor | string | – | CSS selector to wait for before starting |
| zoom | string | – | Crop to what moves ("auto") or to x,y,w,h in percent of the game area |
No output schema declared.
No examples provided.
monkey Hunt for crashes with random play ~241
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.
| Name | Type | Req | Description |
|---|---|---|---|
| actions | number | – | Number of random actions (default 300) |
| area | string | – | CSS selector of the game area (default: the largest canvas) |
| device | string | – | Device to emulate: "iPhone 15", "Pixel 8", "desktop" (default) or "390x844@3 mobile" |
| ready | string | – | JavaScript expression that is true once the game has loaded |
| scenario | string | – | Name of a scenario in playproof.config.json: supplies steps, duration, zoom and device |
| seed | number | – | Random seed (default 1); the same seed replays the same actions |
| target | string | – | URL (e.g. http://localhost:5173), folder (./dist) or HTML file of the game. Optional when playproof.config.json sets it. |
| waitFor | string | – | CSS selector to wait for before starting |
No output schema declared.
No examples provided.
perf Measure frame pacing ~510
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.
| Name | Type | Req | Description |
|---|---|---|---|
| android | boolean | – | Measure on a USB-connected Android phone |
| area | string | – | CSS selector of the game area (default: the largest canvas) |
| cpu | number | – | CPU slowdown factor for local runs (default 4, 1 = off) |
| device | string | – | Device to emulate: "iPhone 15", "Pixel 8", "desktop" (default) or "390x844@3 mobile" |
| duration | string | – | How long to measure (default 10s) |
| monkey | boolean | – | Tap randomly while measuring |
| ready | string | – | JavaScript expression that is true once the game has loaded |
| scenario | string | – | Name of a scenario in playproof.config.json: supplies steps, duration, zoom and device |
| steps | string | – | Steps separated by ";". Steps (separate with ";" or new lines, "#" starts a comment line): wait <time> let time pass (virtual time: instant and exact) tap <x,y>|@label tap/click inside the game area… |
| target | string | – | URL (e.g. http://localhost:5173), folder (./dist) or HTML file of the game. Optional when playproof.config.json sets it. |
| waitFor | string | – | CSS selector to wait for before starting |
No output schema declared.
No examples provided.
play Play a scripted sequence ~440
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.
| Name | Type | Req | Description |
|---|---|---|---|
| area | string | – | CSS selector of the game area (default: the largest canvas) |
| device | string | – | Device to emulate: "iPhone 15", "Pixel 8", "desktop" (default) or "390x844@3 mobile" |
| ready | string | – | JavaScript expression that is true once the game has loaded |
| scenario | string | – | Name of a scenario in playproof.config.json: supplies steps, duration, zoom and device |
| steps | string | – | Required unless a scenario gives them. Steps separated by ";". Steps (separate with ";" or new lines, "#" starts a comment line): wait <time> let time pass (virtual time: instant and exact) tap <x,y>… |
| target | string | – | URL (e.g. http://localhost:5173), folder (./dist) or HTML file of the game. Optional when playproof.config.json sets it. |
| waitFor | string | – | CSS selector to wait for before starting |
No output schema declared.
No examples provided.
How do I install the playproof MCP server?
playproof runs locally as an npm package, launched with npx -y playproof. Ready-made configuration for Claude, Cursor, VS Code, Codex and 5 more is on this page, copied from each client's own documentation.
npm · playproof
claude mcp add emirhanozl-playproof -- npx -y playproof
What is the playproof MCP server?
playproof is an MCP server listed in the public MCP registry as io.github.EmirhanOzl/playproof. See and playtest browser games: frame-by-frame motion, crash hunting, phone layouts, frame pacing. This page covers its npm package (playproof).
Is the playproof MCP server safe to use?
playproof scores 83 out of 100 on VerifyMCP. We found no known CVEs affecting it as of 4 November 2026. It declares no install or post-install scripts. Its build provenance is signed and verified. That is a record of what we were able to check automatically, not an endorsement. The category breakdown on this page shows every signal behind the number, including the ones we could not confirm.
What tools does the playproof MCP server expose?
playproof exposes 6 tools: frames, play, check, monkey, devices, perf. Their descriptions and schemas cost roughly 2,319 tokens of context every time the server is loaded.
Is the playproof MCP server still maintained?
playproof is still listed as active in the MCP registry. We last reached this channel on 4 November 2026. Those dates come from our own scans of the registry and the channel itself, not from anything the publisher announced.
What licence is the playproof MCP server under?
playproof declares the MIT licence, which is OSI-approved. That covers the source only, and says nothing about the cost of any service it calls.