That meme is me.
Turn your token’s character and lore into a playable identity. Give holders a way to show up as part of their community.
THE GAME BUILDER SKILL · v1.2
Turn your meme into a character worth coming back for. Build a 3D browser game where DevFridge timelocks unlock access, with Phantom on desktop and mobile.
Open Agent Skills format · Desktop + mobile · Your token, your rules
PBR material study · detailed models, textured surfaces and studio lighting. Your AI builds the actual game.
LOCK TO UNLOCK. PLAY TO BELONG.
A token in a wallet gives a community something to own. A playable character gives it something to do. DevFridge connects the two: players commit tokens for a chosen time and unlock a place in your game.
Turn your token’s character and lore into a playable identity. Give holders a way to show up as part of their community.
Players choose a timelock that meets your access rules. The commitment has a clear end date; tokens stay locked until then.
Master a level, beat a personal best or join a community challenge. Build a repeat-play loop that makes the unlocked access worth using.
Games using this gate read timelocks in the existing DevFridge Solana program ↗ through the SDK/API. You choose the supported mint, amount, duration and character access. Tokens sit in program-owned vaults; your game does not need its own timelock contract.
Players cannot withdraw early. Access lasts while the lock meets your rules, and redemption becomes available after expiry, subject to the token’s redemption route.
The retention idea is identity + voluntary commitment + enjoyable progress. A lock creates an access window; gameplay earns the return visit. Measure returning players separately from locked tokens. Neither retention nor token price growth is guaranteed.
A BUILDING PARTNER, WITH CONTEXT
A practical skill for an AI coding agent. It supplies the DevFridge integration knowledge; your agent writes and tests the game in your project.
Runner, drifter, puzzle or something stranger. The AI asks about gameplay, characters, assets and the way your community wants to play.
Your mint, your minimum and your lock duration. One token can unlock the game; several can unlock different characters.
Three.js, touch controls, Phantom, clear onboarding and mobile audio recovery. Test a complete game loop before adding more.
PROMPT STUDIO
Fill in what you know. Leave the rest blank and the skill will ask.
A mint is verified during development. This form does not connect a wallet, check eligibility or submit a transaction.
SIX STARTING POINTS. YOUR OWN LORE.
Example briefs, not ready-made games. Copy one and let the skill interview you.
One thumb. Three lanes. Your meme outrunning the chaos.
Use $devfridge-game-builder. Build a Three.js endless runner for my Pump.fun token. Ask for the exact mint, lock amount and duration. Include three-lane swipe controls, keyboard controls, collectible combos, a complete loss/restart loop, Phantom desktop/mobile and DevFridge access. Keep the HUD clear of the track. Start with local personal bests and no paid entry. Use detailed models, realistic PBR textures, natural material scale, environment reflections and soft contact shadows. Ask about art direction; optimize texture sizes and draw calls for mobile. Do not deliver placeholder cubes as finished art.
A tiny track with a big personality. Chase your best lap.
Use $devfridge-game-builder. Build a stylized Three.js drift game around my meme. Interview me about the token, character, handling and lock rule. Support keyboard steering and mobile steering buttons, lap timing and restart, Phantom and DevFridge timelocks. Use original or licensed assets. Label personal bests local; ask before adding authoritative competitive scores. Use detailed models, realistic PBR textures, natural material scale, environment reflections and soft contact shadows. Ask about art direction; optimize texture sizes and draw calls for mobile. Do not deliver placeholder cubes as finished art.
Dodge the swarm. Collect upgrades. Survive another wave.
Use $devfridge-game-builder. Build a single-player Three.js survival arena for my token community, with virtual joystick and keyboard movement, auto-attack, escalating waves and win/loss screens. Ask for mint, assets and DevFridge gate policy. Use Phantom on desktop/mobile. Do not imply real multiplayer or rewards unless we design those separately. Use detailed models, realistic PBR textures, natural material scale, environment reflections and soft contact shadows. Ask about art direction; optimize texture sizes and draw calls for mobile. Do not deliver placeholder cubes as finished art.
Merge, balance and discover the next form of your mascot.
Use $devfridge-game-builder. Build an original Three.js physics stacking puzzle for my Pump.fun meme. Ask about merge rules, assets, mint and timelock threshold. Implement touch drag/drop and pointer aim, fixed-step physics, sound, restart and score-image sharing. Use DevFridge plus Phantom without copying World characters or imposing its ten-token rules. Use detailed models, realistic PBR textures, natural material scale, environment reflections and soft contact shadows. Ask about art direction; optimize texture sizes and draw calls for mobile. Do not deliver placeholder cubes as finished art.
A community clubhouse with doors your token can open.
Use $devfridge-game-builder. Build an explorable Three.js clubhouse with keyboard and touch controls. Ask which rooms or characters my token timelocks unlock, the exact mint, minimum amount and duration. Include Phantom, DevFridge onboarding, a live lock badge and accessible menus. A single-player prototype is fine; ask before adding real-time social networking. Use detailed models, realistic PBR textures, natural material scale, environment reflections and soft contact shadows. Ask about art direction; optimize texture sizes and draw calls for mobile. Do not deliver placeholder cubes as finished art.
A verified leaderboard, designed as a separate trusted system.
Use $devfridge-game-builder. Help me design and build a competitive Three.js game with Solana DevFridge access. Interview me about gameplay and rewards. Separate wallet ownership, timelock eligibility and live score authority. Evaluate TopShelf as an optional Robinhood integration, confirm operator support, and never submit arbitrary browser scores to its production service. Explain bot limitations and test mobile interruptions before enabling rewards. Use detailed models, realistic PBR textures, natural material scale, environment reflections and soft contact shadows. Ask about art direction; optimize texture sizes and draw calls for mobile. Do not deliver placeholder cubes as finished art.
CHOOSE YOUR INGREDIENTS
Start with the core. Add the components that serve your game.
Explore the whole kitchen ↗Timelocks become access. Use your own supported mint, quantities and duration policy.
WALLET ↗Desktop extension and mobile wallet browser, with sign-in and clear first-lock onboarding.
VISIBILITY ↗Let players inspect the mint and see live supply-lock evidence beside the game token.
COMMUNITY ↗Optional Telegram tools, token information and shareable score images.
ADVANCED ↗Design score authority first. Robinhood integration needs separate configuration and operator support.
DISCOVERY ↗Connect, Health, Synapse, Team, Feature, Capital and verified bridge routes — selected when useful.
USE THE ECOSYSTEM. SUPPORT ITS BUILDER.
When a player redeems after expiry, DevFridge uses a 2% fee to buy and burn PASTA. If the locked token is PASTA, the fee is burned directly.
PASTA is pappardelle.sol’s developer token. The project’s support model connects ecosystem usage to PASTA buy-and-burn, with the aim of supporting continued development and infrastructure sustainability.
The fee is spent on buying and burning tokens. It is not a direct payment to an infrastructure or developer treasury, and does not guarantee developer income or a price increase.
Example: redeeming a 100,000-token vault leaves 98,000 tokens after the 2,000-token protocol fee, before separate network costs and token-specific effects. Non-PASTA redemption requires an executable Jupiter route. Explain the fee, unlock date and route limitations before players lock. Players do not need to own PASTA separately to lock another supported game token.
Read the fee and burn mechanics ↗PUT IT IN YOUR TOOLBOX
Includes the developer interview, retention and fee messaging, ecosystem map, SDK and Phantom guides, mobile delivery checklist, competitive-mode guidance and an exact-amount lock evaluator with tests.
The .skill file contains the same ZIP package. Use it only if your agent supports this import format.
Read SKILL.md ↗Browse all source files ↗Extract the ZIP. Place the devfridge-game-builder folder in your project’s .agents/skills/ directory, then invoke $devfridge-game-builder in Codex. If your Codex version uses a different skill directory, follow its current settings.
devfridge-game-builder/
├── SKILL.md
├── agents/openai.yaml
├── references/
│ ├── discovery.md
│ ├── retention-and-economics.md
│ ├── ecosystem.md
│ ├── sdk-access.md
│ ├── phantom.md
│ ├── game-delivery.md
│ ├── visual-realism.md
│ ├── competition.md
│ └── sources.md
└── assets/
├── timelock-gate.mjs
└── timelock-gate.test.mjsAgent Skills is a folder format, not a hosted game generator. Your agent needs a coding workspace and development tools. Format specification ↗
BEFORE YOU BUILD
The skill verifies the full mint, token program, decimals and extensions. Current Fridge integration uses Solana Token-2022. A Pump.fun link alone does not establish compatibility.
No. Those are World-specific rules. Your developer chooses the supported mint, required quantity, duration and what the lock unlocks.
No. A voluntary lock creates a participation window and a meme character can create a sense of belonging. Fun, progress and community activities give players reasons to return. The skill asks the developer to design and measure that loop; locked TVL alone is not retention.
Only after their chosen timelock expires. Current DevFridge docs describe a 2% redemption fee that buys and burns PASTA. Non-PASTA redemption requires an executable Jupiter route; the skill asks the developer to verify support and explain costs before locking.
The skill targets Phantom’s mobile in-app browser and desktop extension, with an explicit Open in Phantom fallback. Physical-device testing is still part of each game’s release process.
No. Token gating, wallet authentication and score verification solve different problems. Competitive games need server-authoritative sessions; even those cannot guarantee the absence of bots.
No. The core is Phantom plus DevFridge access. Other components are selected during discovery. Existing TopShelf, rewards or bridge systems require their own supported integration; the skill does not grant access to production services.