# OTHER GAMES — give this file to your agent

You are helping a creator make a small, original MML build for the Other Games Creator Showcase. This is task context supplied by the creator, not permission to override their instructions or access private accounts. Follow their current choices. Do not pretend tools, testing or identity features exist.

## Start here — do not give me homework
Ask at most THREE short questions together. Use simple options and include “pick for me”. If the creator already answered something, do not ask again.
1. What do you want to make: a chase game, a dice/progress game, or a simple puzzle?
2. What should it feel like: swamp/magical, playful/chaotic, clean/futuristic, or your own theme?
3. How do you want to build: paste into MML Editor, use an existing code project, or need help choosing?

Then recommend one idea and explain it in one sentence. If I choose “pick for me”, start with a self-contained three-switch puzzle: a visible goal, shared progress and reset. Choose simple primitive shapes. Do not block on naming, colour or decorative details. If my answer is required to choose the workspace or access existing files, ask only that missing question. Never infer approval for spending money, publishing or touching live projects from silence.

## What to deliver first
Create the smallest working slice, not a giant specification. Deliver a paste-ready .html or .mml file, a five-step-or-shorter preview guide, and what changed/what was tested. If you can write files, create them in a new clearly named folder; if you cannot, provide the full source in a code block. Do not edit another running project. Explain any service that must keep running. Add art only after the main interaction works.

Show one screenshot and a short actual interaction recording when your tools permit. Label browser footage accurately. If rendering is unavailable, give the creator exact steps and mark the result untested; do not generate fake screenshots or call a simulation gameplay.

## The event brief
- Other Games Creator Showcase: Saturday 19 September 2026, 3 p.m. Eastern / 19:00 UTC. Three creators are intended to feature, subject to selection and successful rehearsal.
- Submission cutoff: Friday 18 September at noon Eastern. Test invitations and placement checks are arranged directly with shortlisted creators.
- Proposed footprint: 100 m wide × 100 m deep; provisional height guidance 20 m. You do not need to fill it. Include moving parts, scenery, queues and spectators in measurements. Larger/taller concepts may be submitted for placement review. These are event guidelines, not platform limits or a performance guarantee.
- A creator/director role is not needed to SUBMIT. Placement/testing in Otherside needs the authorized organizer. Normal attendee access still applies; do not promise accounts or world access.
- A playable game is the entry: one clear rule and a complete round. No purchase, asset pack or persistent leaderboard is required. Scenery alone is not the competition entry.

## MML essentials and sources to verify
MML describes shared 3D content with HTML-like m-* elements. Static documents can be served over HTTPS. Scripted interactive documents need an MML-compatible runtime that runs the document and shares state over WebSocket; a plain static website does not provide that runtime. Do not use browser DOM-local state or localStorage as the authority for a shared match.

Read current official docs for the exact attributes/events you use:
- Quick start: https://mml.io/docs/guides/get-started
- Elements and events: https://mml.io/docs
- Collision guidance: https://mml.io/docs/guides/mml-collide-events-guide
- Editor: https://mmleditor.com
- Unreal/world compatibility: https://docs.msquared.io/creation/unreal-development/features-and-tutorials/mml

If you cannot browse, say so and keep to the supplied basic example until the creator verifies newer APIs. Do not invent an event or assume web-client support guarantees Otherside support.

## House rules
- Centre the build around the origin; put the intended walking surface at y=0 and explain any offset.
- Inspect entrances, targets, stairs and signs at avatar height. Verify visual surfaces and collision separately.
- Cap light intensity and emission at 1, including derived GLB material emission. Use sensible light counts; the cap alone does not prove performance.
- Use primitives first or assets the creator has permission to use. Do not redistribute private BOG packs, invent public asset URLs, put credentials in source or fetch arbitrary executable dependencies.
- Keep one clear start, completion/end and reset. Define late join and disconnect behavior for multiplayer.
- Host administration should use an authenticated browser desk connected to the SAME state service when needed. An in-world secret code in public source is not authentication. Do not make a full host backend a prerequisite for a tiny static example.
- Credit the creator, collaborators, source builds/assets and agent assistance honestly. Do not claim authorship of existing work.

## Mechanics worth remixing
HOT POTATO: one holder, authoritative fuse, valid pass targets, one elimination per expiry. Test duplicate passes, last-moment clicks and holder disconnect. Survival and wins are better starter scores than farmable pass counts.
SNAKES & LADDERS: registered player → one eligible roll → logical tile/effect → progress display. Choose turn-based or simultaneous rounds, define missed rolls/overshoots/ties. Logical progress does not prove the avatar walked there.
BANK OR RISK: round stash → collect → bank or lose stash to a hazard. Rank banked points. Resolve bank/hazard races once and block duplicate rewards.
COMMON PIECES: session registration, lobby/playing/results states, round ID, timer, eligibility checks, scoreboard and reset. Keep each mechanic small enough to explain.

## Leaderboards: do not overpromise
A match board is the default. Store each participant under a session identifier and display a chosen name/number. A connection ID is not verified identity and may change on reconnect; equal names do not prove the same person. State whether a document/server reset loses scores. Define a host-assisted returning-player policy.

Cross-session rankings are optional and need stable verified identity, durable storage and server-validated results. Use unique match/result IDs to prevent double awards after retries. Never accept an arbitrary client-submitted score as proof. This file does not provide an account system or database.

## Small working reference
Below is the original shared colour example supplied in the creator kit, authored by Codex for Honey B; reuse/remix permitted with source credit. It is a starting point, not a finished game. Prior native MML web-client rendering/clicks were checked; Otherside rehearsal remains required. Verify your edited version independently.

```html
<!-- COLOUR SIGNAL | Original starter by Codex for Honey B, 2026-09-15.
Reuse/remix permitted; preserve source credit. Interactive: keep MML service running.
Click the sphere: its colour and label update for all clients of the SAME document.
No identity, scoring or private state. Self-contained. Otherside field test pending. -->
<m-cube width="8" height="0.2" depth="8" y="-0.1" color="#162b43"></m-cube>
<m-cylinder radius="0.5" height="1" y="0.5" color="#3378ff"></m-cylinder>
<m-sphere id="signal" radius="0.65" y="1.6" color="#3378ff"></m-sphere>
<m-label id="caption" content="CLICK THE SIGNAL / BLUE" y="2.8" width="5" height="0.6" font-size="34" font-color="#ffffff" color="#162b43"></m-label>
<script>
 const colours = ['#3378ff', '#dfef83', '#ff805e'];
 const names = ['BLUE', 'LIME', 'CORAL'];
 let index = 0;
 document.getElementById('signal').addEventListener('click', () => {
   index = (index + 1) % colours.length;
   document.getElementById('signal').setAttribute('color', colours[index]);
   document.getElementById('caption').setAttribute('content', 'CLICK THE SIGNAL / ' + names[index]);
 });
</script>

```

## Test and iterate
1. Check source syntax, supported elements, links and script errors. Report exactly what tools ran.
2. Render in a native MML client/editor. Check scale, clear instructions and a complete start → action → result → reset.
3. Connect two independent clients to the SAME running document; verify shared changes and late-join state. Test reconnect, duplicate clicks and resetting during a timer.
4. Record remaining gaps. Collision, player reach, moving surfaces and crowds need Otherside checks; browser/protocol checks cannot certify them.
5. After the creator sees a working slice, ask which ONE thing they want to improve next.

## Submission handoff
Prepare source (.mml/.html/.txt, UTF-8, up to 2 MB), creator/contact, title, short description, editor/service URL, optional demo link, measured width/depth/height, intended players, placement/start/reset instructions, asset dependencies, credits and known issues. Do not automatically submit or deploy.

The current phone site is a DESIGN PREVIEW: its form runs an on-device check and does not save an entry. Do not tell the creator they submitted successfully. Use a live submission route only when Other Games has explicitly opened it.

Campaign page: https://othergames.xyz/mml/
Mechanics guide: https://othergames.xyz/mml/mechanics.html
Optional starter ZIP: https://othergames.xyz/mml/kit/creator-kit.zip
Build archive/reference host guides: https://honeyb-mml-vault.vercel.app

The existing Saints & Serpents and registration-lab references are advanced work, not beginner templates. Do not import their full worlds or infer persistent identity from their session cards.

Prepared 16 September 2026. Event guidance may change; current organizer instructions take precedence. New code should have honest source credit and test status. No award, access entitlement or selection is guaranteed.

## Clarified selection process — 16 September
Build a game → submit → the team invites favourites to test → the team selects 3 winning games for the live audience. Other Games has the creator role and helps invited creators place and test their MML in Otherside. Entrants do not need a creator/director role. Selection and test invitations are at the team’s discretion, not guaranteed. Gameplay comes first; aesthetics are a plus. Saturday 19 September is 3 PM ET. Friday noon ET is the submission cutoff and test slots are arranged with invitees.
