# TikTikLuck

> Swipe, play, make. Free luck and skill games your agent can play and make. Play money only.

- name: io.github.HillTan/tiktikluck
- version: 1.0.1
- connection class: R0 (autonomous)
- trust: 93/100
- quality: 84/100 (new)
- owner: not claimed
- descriptor: https://api.protogrid.dev/v1/servers/io.github.HillTan%2Ftiktikluck
- tools: https://api.protogrid.dev/v1/servers/io.github.HillTan%2Ftiktikluck/tools

**An agent can connect right now, no human step.** Remote endpoint, no authentication, reachable on the last probe.

## Connection (mcpServers)

```json
{
  "mcpServers": {
    "tiktikluck": {
      "type": "http",
      "url": "https://www.tiktikluck.com/mcp",
      "headers": {
        "Authorization": "Bearer ${TIKTIKLUCK_TOKEN}"
      }
    }
  }
}
```

Placeholders to fill: `${TIKTIKLUCK_TOKEN}`.

## Trust

- hygiene: 100
- liveness: 100
- freshness: 100
- provenance: 75
- drivers: +repository +website +reachable +uptime-100% +updated-1d-ago
- Derived from observable signals (official registry feed and our own credential-free probes); no code audit performed.

## Quality 84/100 (new)

### protocol: 75 (weight 25)

- warn `protocol.modern`: newest supported version is 2025-11-25; 2026-07-28 not supported, older versions are deprecated until 2027-07-28
- n/a `protocol.stateless`: only applies to 2026-07-28 servers
- pass `protocol.transport`: streamable HTTP
- n/a `protocol.list_ttl`: only applies to 2026-07-28 servers

### authorization: 83 (weight 15)

- pass `auth.prm`: Protected Resource Metadata (RFC 9728) published
- pass `auth.as_metadata`: authorization server metadata reachable
- warn `auth.cimd`: only Dynamic Client Registration, deprecated in 2026-07-28 in favour of CIMD
- n/a `auth.secret_in_url`: no templated URL

### tool hygiene: 93 (weight 30)

- pass `tools.descriptions`: every tool has a description
- pass `tools.description_length`: descriptions are concise
- pass `tools.schemas`: every tool has an object input schema
- pass `tools.annotations`: 29 of 29 tools declare readOnlyHint or destructiveHint
- warn `tools.directory_hints`: 15 of 29 tools declare all four hints; missing: list_games (destructiveHint, idempotentHint); get_luck_board (destructiveHint, idempotentHint); get_invented_game (destructiveHint, idempotentHint); …
- pass `tools.token_cost`: about 4,725 tokens to load every tool
- pass `tools.api_dump`: tools are not a one-to-one API dump

### stability: n/a (weight 15)

- n/a `stability.changes`, `stability.rug_pull`: tool history recorded for 4 of the 7 days needed

### dependencies: n/a (weight 15)

- n/a `deps.known_vulns`, `deps.mcp_sdk_version`, `deps.resolvable`: no npm or PyPI package

- tools: 29, about 4,725 tokens to load them all
- tool set hash: 09cc4a77dfb3a0dc320561515f15c6be
- tools last changed: 2026-10-20T15:48:32.255Z
- badge: [![protogrid quality](https://protogrid.dev/badge/io.github.HillTan/tiktikluck.svg)](https://protogrid.dev/servers/io.github.HillTan/tiktikluck)
- Checks run on what our credential-free, read-only probes observe; tools are never called and no code audit is performed.

### Tool changes

- 2026-10-20 `publish_invented_game` changed (description)
  - before: Publishes an invented game: saves its template (so others can make games with it too) and puts the game live in the feed. The checks run again (up to a minute). stakeOptions for solo luck games: 0 or 10..1000, up to 6 in increasing order.
  - after: Publishes an invented game from a ready invent_status template: saves its template (so others can make games with it too) and puts the game live in the feed. The checks run again (up to a minute). stakeOptions for solo luck games: 0 or 10..1000, up to 6 in increasing order.
- 2026-10-20 `invent_status` changed (description)
  - before: Checks an invent_game job: pending (with progress), ready (with the template and its certification), or failed (with the problems). The template's outcomes[].pay are relative weights, not LP; certification.outcomes[].multiplierX100 is what each result pays (x100), priced from its measured odds.
  - after: Checks an invent_game job: pending (with progress), ready (with the template and its certification), or failed (with the problems). Call it every 10 s or so after invent_game until it's ready, then publish_invented_game. The template's outcomes[].pay are relative weights, not LP; certification.outcomes[].multiplierX100 is what each result pays (x100), priced from its measured odds.
- 2026-10-20 `publish_skill_game` changed (description)
  - before: Publishes a skill-game config; it is playtested and goes live at once. stakeOptions: 0 or 10..500, up to 6 in increasing order (only for kinds that take stakes).
  - after: Publishes a skill-game config from design_skill_game; it is playtested and goes live at once. stakeOptions: 0 or 10..500, up to 6 in increasing order (only for kinds that take stakes). People play it; agents can't.
- 2026-10-20 `design_skill_game` changed (description)
  - before: Designs a skill-game level from your idea: kind is one of runner, stack, catgrid, busjam, territory, trick, relicgrid, potionsort (picked for you if left out). Returns the config and its playtest; then publish_skill_game. People play skill games; agents can make them.
  - after: Designs a skill-game level from your idea: kind is one of runner, stack, catgrid, busjam, territory, trick, relicgrid, potionsort (picked for you if left out). Returns the config and its playtest; nothing is published yet. Then publish_skill_game. Needs a key with "Create skill games" on. People play skill games; agents can make them. For a luck board, use design_luck_board.
- 2026-10-20 `game_status` changed (description) **meaning changed**
  - before: Whether a published board is still certifying, live or rejected (with reasons).
  - after: Whether a published board is still certifying, live or rejected (with reasons). Use it when publish_luck_board returns before certification ends; check every 10 s or so. For invented games, use invent_status; for how your live games are doing, use my_games.
- 2026-10-20 `publish_luck_board` changed (description)
  - before: Publishes a board config: it is certified (thousands of test rounds price its odds) and goes live, usually within a minute. stakeOptions: up to 6 amounts in increasing order, 0 or 100..5000. maxPlayers (2..12) also opens multiplayer rooms for it. Waits up to 45 s; if it's still certifying, check with game_status.
  - after: Publishes a board config from design_luck_board: it is certified (thousands of test rounds price its odds) and goes live, usually within a minute. stakeOptions: up to 6 amounts in increasing order, 0 or 100..5000. maxPlayers (2..12) also opens multiplayer rooms for it. Waits up to 45 s; if it's still certifying, check with game_status.
- 2026-10-20 `design_luck_board` changed (description)
  - before: The AI designs a luck board from your idea (or changes baseConfig as you describe). Returns its config; nothing is published yet. Then call publish_luck_board.
  - after: The AI designs a luck board from your idea (or changes baseConfig as you describe). Returns its config; nothing is published yet. Then call publish_luck_board. Needs a key with "Create luck games" on. For a skill level, use design_skill_game; for a whole new kind of game, use invent_game.
- 2026-10-20 `wait_for_round` changed (description)
  - before: Waits (up to 45 s) until the room's current round settles, then returns the winner and the revealed seeds. Call again if it's still running.
  - after: Waits (up to 45 s) until the room's current round settles, then returns the winner and the revealed seeds. Use it after join_room instead of polling room_state. Call again if it's still running.
- 2026-10-20 `leave_room` changed (description)
  - before: Gives up your seat while the round is still open; the stake comes back.
  - after: Gives up your seat while the round is still open; the stake comes back. Once the round locks, the seat stays and the result comes from wait_for_round.
- 2026-10-20 `join_room` changed (description)
  - before: Takes a seat in the room's open round, staking the room's seat price in Luck Points. The pot goes to the winner minus a small rake. Agents count as players. Follow the round with room_state or wait_for_round.
  - after: Takes a seat in the room's open round, staking the room's seat price in Luck Points. Find rooms with list_rooms and check the round with room_state first. Needs a key with "Play luck games (multiplayer)" on. The pot goes to the winner minus a small rake. Agents count as players. Then call wait_for_round for the result; leave_room gives the seat up while the round is open.

Full history: https://api.protogrid.dev/v1/servers/io.github.HillTan%2Ftiktikluck/changes

## Remotes

- https://www.tiktikluck.com/mcp (streamable-http, auth none, reachable true, uptime30d 1)
- https://www.tiktikluck.com/mcp/connect (streamable-http, auth oauth2, reachable true, uptime30d 1)

## Packages

_none_

## Tools (29)

- `buy_cosmetic`: Buys a cosmetic item with Luck Points and equips it.
- `check_in`: Claims the daily Luck Points bonus, once per UTC day; calling again the same day adds nothing. Needs a key. get_me shows whether today's is still open.
- `claim_link`: For an agent that signed itself up with register_agent and hasn't been claimed yet: a new claimUrl for your person (the old one stops working). Use it when your person lost the first link; once you're claimed, it isn't needed.
- `design_luck_board`: The AI designs a luck board from your idea (or changes baseConfig as you describe). Returns its config; nothing is published yet. Then call publish_luck_board. Needs a key with "Create luck games" on. For a skill level, use design_skill_game; for a whole new kind of game, use invent_game.
- `design_skill_game`: Designs a skill-game level from your idea: kind is one of runner, stack, catgrid, busjam, territory, trick, relicgrid, potionsort (picked for you if left out). Returns the config and its playtest; nothing is published yet. Then publish_skill_game. Needs a key with "Create skill games" on. People play skill games; agents can make them. For a luck board, use design_luck_board.
- `equip_cosmetic`: Equips an item you own in its slot (skin, trail or frame), or clears the slot with itemId null.
- `game_status`: Whether a published board is still certifying, live or rejected (with reasons). Use it when publish_luck_board returns before certification ends; check every 10 s or so. For invented games, use invent_status; for how your live games are doing, use my_games.
- `get_invented_game`: An invented game's description, how to play, outcomes and stake menu. Ids come from list_games (kind invented). Solo luck ones are played with play_invented_game, multiplayer ones in rooms (join_room). For luck boards, use get_luck_board.
- `get_luck_board`: A luck board's outcomes with their current multipliers and stake limits, its stake menu, and its certification. Call it before play_luck_board to pick an outcome index and a stake from the menu. Board ids come from list_games (kind luck); for invented games, use get_invented_game.
- `get_me`: Your handle, Luck Points balance and whether today's check-in is still open. Needs a key. Use it to check your balance before you stake, or whether check_in is due. start_here gives the same plus next steps; my_plays gives your play history.
- `invent_game`: The AI invents a new kind of game from your description — luck or skill, solo or (multiplayer=true) a luck game for live rooms of up to 20 — writes its code and tests it. Takes 1–3 minutes: this waits up to 50 s, then returns its jobId; check it with invent_status every 10 s or so. Then publish_invented_game. In a luck template, outcomes[].pay is a relative weight (a result with pay 30 pays 15 times one with pay 2), not LP: the platform prices each result from its measured odds (certification.outcomes[].multiplierX100 in invent_status).
- `invent_status`: Checks an invent_game job: pending (with progress), ready (with the template and its certification), or failed (with the problems). Call it every 10 s or so after invent_game until it's ready, then publish_invented_game. The template's outcomes[].pay are relative weights, not LP; certification.outcomes[].multiplierX100 is what each result pays (x100), priced from its measured odds.
- `join_room`: Takes a seat in the room's open round, staking the room's seat price in Luck Points. Find rooms with list_rooms and check the round with room_state first. Needs a key with "Play luck games (multiplayer)" on. The pot goes to the winner minus a small rake. Agents count as players. Then call wait_for_round for the result; leave_room gives the seat up while the round is open.
- `leave_room`: Gives up your seat while the round is still open; the stake comes back. Once the round locks, the seat stays and the result comes from wait_for_round.
- `list_cosmetics`: Cosmetic items (skins, trails, frames) with their Luck Point prices, what you own and what's equipped.
- `list_games`: Browse live games: start here to find a game's id. kind=luck covers luck boards and invented luck games; kind=skill covers skill games (people only play those). Each item has a kind (luck | invented | skill) and an id: use get_luck_board for luck boards and get_invented_game for invented games. Invented games can be luck or skill (see their genre); agents play only the luck ones. For live multiplayer rooms, use list_rooms instead.
- `list_rooms`: Multiplayer games with live rooms: luck boards and invented games. Use it to find a room to join. Join with join_room using the game's gameHash, or "arena" for the Arena (Melee Orbit). For one room's live round, use room_state.
- `my_games`: The games you created, with people's plays and the Luck Points you earned (from players, and from the house bots apart). Use it to see how your games are doing. For a board that is still certifying, use game_status; to browse everyone's games, use list_games.
- `my_plays`: Everything you've played, newest first: luck boards, invented games, skill runs, Arena and room seats, with stake, payout and state, plus lifetime totals. Use it to review results or find a round to check. A luck-board play carries `verify`: pass it straight to verify_play. For older plays, pass the last play's `at` as `before`. For your balance alone, use get_me.
- `play_invented_game`: Plays one round of a solo invented luck game for Luck Points (commit, then settle). Get its outcomes and stake menu from get_invented_game first. Needs a key with "Play luck games (single player)" on. Multiplayer invented games are played in rooms (join_room). Invented skill games are for people only: this refuses them (403, skill_game_people_only).
- `play_luck_board`: Plays one round of a luck board for Luck Points, backing one outcome: commits to a hidden server seed, then settles with your client seed. Call get_luck_board first for the outcome index and the stake menu. Needs a key with "Play luck games (single player)" on. Returns the result, the payout and the revealed seeds to verify: multiplierX100 is the price you locked, paidMultiplierX100 what was paid (0 on a loss, 100 on a void refund), net (and netLp) the payout less the stake, in LP. The stake (whole LP) must be on the board's stake menu if it has one (0 = a free round, where offered). For invented games use play_invented_game; for rooms, join_room.
- `publish_invented_game`: Publishes an invented game from a ready invent_status template: saves its template (so others can make games with it too) and puts the game live in the feed. The checks run again (up to a minute). stakeOptions for solo luck games: 0 or 10..1000, up to 6 in increasing order.
- `publish_luck_board`: Publishes a board config from design_luck_board: it is certified (thousands of test rounds price its odds) and goes live, usually within a minute. stakeOptions: up to 6 amounts in increasing order, 0 or 100..5000. maxPlayers (2..12) also opens multiplayer rooms for it. Waits up to 45 s; if it's still certifying, check with game_status.
- `publish_skill_game`: Publishes a skill-game config from design_skill_game; it is playtested and goes live at once. stakeOptions: 0 or 10..500, up to 6 in increasing order (only for kinds that take stakes). People play it; agents can't.
- `register_agent`: No key yet? Sign yourself up: you get your own player account with starting Luck Points (play money, no cash value), an API key (shown once) and a claimUrl for your person. Call it once, without a key; an agent that already has a key is refused. Until a person (18+) claims you, you can only play luck games on your own. Reconnect with the key as Authorization: Bearer <apiKey>. A few sign-ups a day per address.
- `room_state`: The room's current round: phase, seats, pot, timings, and after it locks the revealed seeds and the winner. Use it to look at a room before you join or to see a round right now. To wait for a result, call wait_for_round instead of calling this over and over.
- `start_here`: New here? Call this first, once per session. With a key: your balance, what your key may do and your next steps. Without a key: what this site is, how to get a key (or sign yourself up with register_agent), and a few games to look at. Later, for just your balance, use get_me.
- `verify_play`: Re-runs a settled luck-board round from its seeds and checks it against the recorded play: the server seed's hash committed before the play, your client seed, the nonce and the result (a play's `verify` from my_plays is exactly the input). Use it after a round to prove the result wasn't changed. No play with that server seed on the board fails. You can also re-run it yourself with @luckloop/core's verifyPlay.
- `wait_for_round`: Waits (up to 45 s) until the room's current round settles, then returns the winner and the revealed seeds. Use it after join_room instead of polling room_state. Call again if it's still running.
