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+# Godot HTML5 Export Best Practices Guide
+
+A comprehensive guide for exporting Godot games to HTML5/Web and deploying them properly.
+
+## Table of Contents
+- [Pre-Export Checklist](#pre-export-checklist)
+- [Export Configuration](#export-configuration)
+- [Post-Export Optimization](#post-export-optimization)
+- [Deployment Best Practices](#deployment-best-practices)
+- [Common Issues & Solutions](#common-issues--solutions)
+- [Security Considerations](#security-considerations)
+
+---
+
+## Pre-Export Checklist
+
+### 1. Set Project Icon
+**Location:** `Project → Project Settings → Application → Config → Icon`
+
+```
+✅ Use a square PNG image (ideally 512x512 or 1024x1024)
+✅ Godot will auto-generate smaller sizes (16x16, 32x32, etc.)
+✅ This icon becomes your favicon and app icons
+```
+
+**Why:** Prevents 404 errors for `/favicon.ico` and provides proper branding.
+
+### 2. Configure Export Presets
+**Location:** `Project → Export → Add → HTML5`
+
+#### Essential Settings:
+```
+Export Type: Regular (or Threads if you need SharedArrayBuffer)
+Export With Debug: OFF for production
+Texture Format: Compress for Smaller Downloads
+```
+
+#### Head Include (Optional):
+Only add custom meta tags if needed:
+```html
+
+
+
+```
+
+### 3. Audio Configuration
+**Location:** `Project → Project Settings → Audio`
+
+```
+✅ Mix Rate: 44100 Hz (standard web audio)
+✅ Output Latency: 15ms (balance between quality and performance)
+✅ Enable Audio Input: Only if needed (requires user permissions)
+```
+
+### 4. Display Settings
+**Location:** `Project → Project Settings → Display → Window`
+
+```
+✅ Size: Set your target resolution (e.g., 1920x1080)
+✅ Resizable: Enable if you want responsive sizing
+✅ Stretch Mode: "2d" or "viewport" for web games
+✅ Stretch Aspect: "expand" or "keep" based on your needs
+```
+
+---
+
+## Export Configuration
+
+### Recommended HTML5 Export Settings
+
+#### 1. **Vram Texture Compression**
+Enable both formats for maximum compatibility:
+```
+✅ For Desktop: s3tc (DXT1/DXT5)
+✅ For Mobile: etc2 (or astc if targeting newer devices)
+```
+
+#### 2. **Custom HTML Shell**
+Leave default unless you need:
+- Custom loading screens
+- Analytics integration
+- Special PWA features
+
+#### 3. **Export Mode**
+- **Release:** Production builds (optimized, no debug symbols)
+- **Debug:** Development builds (larger, has debug info)
+
+### 4. **Progressive Web App (PWA)**
+Enable if you want installable web apps:
+```
+Export → HTML5 → Progressive Web App: ON
+Offline Page: Enable for offline support
+Icon Sizes: Godot auto-generates these
+```
+
+---
+
+## Post-Export Optimization
+
+### 1. File Size Optimization
+
+#### Compress WASM Files
+The `.wasm` file is usually the largest. Use Brotli or Gzip:
+
+```bash
+# Using Brotli (best compression)
+brotli -9 YourGame.wasm
+
+# Using Gzip (better compatibility)
+gzip -9 YourGame.wasm
+```
+
+#### Nginx Configuration:
+```nginx
+# Enable compression for Godot files
+gzip on;
+gzip_types application/wasm application/javascript text/html;
+gzip_min_length 1000;
+
+# Better: Use Brotli
+brotli on;
+brotli_types application/wasm application/javascript text/html;
+```
+
+### 2. Caching Strategy
+
+```nginx
+# Cache static assets aggressively
+location ~* \.(wasm|js|pck)$ {
+ expires 1y;
+ add_header Cache-Control "public, immutable";
+}
+
+# Cache images
+location ~* \.(png|jpg|jpeg|gif|ico)$ {
+ expires 1y;
+ add_header Cache-Control "public, immutable";
+}
+
+# Don't cache the HTML file
+location ~* \.html$ {
+ expires -1;
+ add_header Cache-Control "no-cache, no-store, must-revalidate";
+}
+```
+
+### 3. Required HTTP Headers
+
+For SharedArrayBuffer/Threads support:
+```nginx
+add_header Cross-Origin-Embedder-Policy "require-corp" always;
+add_header Cross-Origin-Opener-Policy "same-origin" always;
+```
+
+**Note:** These are already in your nginx.conf - good job!
+
+---
+
+## Deployment Best Practices
+
+### 1. Directory Structure
+
+```
+your-game/
+├── index.html # Main entry (or YourGame.html)
+├── YourGame.js # Godot engine
+├── YourGame.wasm # Compiled game
+├── YourGame.pck # Game assets
+├── YourGame.worker.js # Service worker
+├── YourGame.icon.png # Favicon/Icon
+├── favicon.ico # Browser favicon (convert from icon)
+├── manifest.json # PWA manifest
+└── assets/ # Optional: separate assets folder
+```
+
+### 2. Serving Files
+
+#### Option A: Simple HTTP Server (Development)
+```bash
+# Python 3
+python3 -m http.server 8000
+
+# Python 2
+python -m SimpleHTTPServer 8000
+
+# Node.js (http-server)
+npx http-server -p 8000
+```
+
+#### Option B: Production (Nginx/Caddy)
+Use your current Kubernetes deployment approach.
+
+### 3. HTTPS Requirement
+
+Modern browsers require HTTPS for:
+- SharedArrayBuffer (threads)
+- Service Workers (offline)
+- WebGL 2.0 features
+- Clipboard API
+- Gamepad API
+
+**Your setup already has this via cert-manager + Let's Encrypt ✅**
+
+---
+
+## Common Issues & Solutions
+
+### Issue 1: "SharedArrayBuffer is not defined"
+
+**Cause:** Missing CORS headers or HTTP (not HTTPS)
+
+**Solution:**
+```nginx
+add_header Cross-Origin-Embedder-Policy "require-corp" always;
+add_header Cross-Origin-Opener-Policy "same-origin" always;
+```
+
+### Issue 2: Blank Screen or "Failed to load"
+
+**Debug Steps:**
+1. Open browser DevTools (F12)
+2. Check Console for errors
+3. Check Network tab for failed requests
+
+**Common Causes:**
+- Missing files (check all exports completed)
+- Wrong MIME types
+- File path mismatches (case-sensitive on Linux)
+
+**Solution:** Verify nginx MIME types:
+```nginx
+types {
+ application/wasm wasm;
+ application/javascript js;
+ text/html html;
+}
+```
+
+### Issue 3: Audio Not Playing
+
+**Cause:** Browsers require user interaction before playing audio
+
+**Solution:** In Godot, show a "Click to Start" screen:
+```gdscript
+func _ready():
+ # Don't autoplay audio
+ # Wait for user input first
+ pass
+
+func _on_start_button_pressed():
+ $AudioStreamPlayer.play()
+```
+
+### Issue 4: Poor Performance
+
+**Optimization Tips:**
+1. **Reduce Draw Calls:** Batch sprites, use TileMaps
+2. **Optimize Shaders:** Simple shaders = better performance
+3. **Texture Compression:** Use compressed textures
+4. **Object Pooling:** Reuse nodes instead of creating/destroying
+5. **Profile:** Use Godot's built-in profiler
+
+### Issue 5: Large File Sizes
+
+**Solutions:**
+1. **Enable Compression:** Gzip/Brotli on server
+2. **Optimize Assets:**
+ - Convert PNGs to WebP
+ - Compress audio (OGG Vorbis instead of WAV)
+ - Use texture compression
+3. **Lazy Loading:** Load assets on-demand, not all at startup
+4. **Asset Streaming:** Use Godot's asset streaming features
+
+---
+
+## Security Considerations
+
+### 1. Content Security Policy (CSP)
+
+If you need CSP headers:
+```nginx
+# Relaxed CSP for Godot games
+add_header Content-Security-Policy "default-src 'self'; script-src 'self' 'wasm-unsafe-eval' 'unsafe-inline'; worker-src 'self' blob:; connect-src 'self'; img-src 'self' data:; style-src 'self' 'unsafe-inline';" always;
+```
+
+### 2. X-Frame-Options
+
+Prevent clickjacking:
+```nginx
+add_header X-Frame-Options "SAMEORIGIN" always;
+```
+
+**Your nginx.conf already has this ✅**
+
+### 3. Input Validation
+
+If your game has:
+- User-generated content
+- Multiplayer features
+- External data loading
+
+**Always validate and sanitize inputs!**
+
+---
+
+## Testing Checklist
+
+Before deploying to production:
+
+### Browser Compatibility
+- [ ] Chrome/Chromium (Latest)
+- [ ] Firefox (Latest)
+- [ ] Safari (Latest)
+- [ ] Edge (Latest)
+- [ ] Mobile browsers (iOS Safari, Chrome Mobile)
+
+### Performance Testing
+- [ ] Load time < 10 seconds on 3G
+- [ ] 60 FPS on target hardware
+- [ ] Memory usage stable over time
+- [ ] No memory leaks after extended play
+
+### Functionality Testing
+- [ ] Audio works (after user interaction)
+- [ ] Input (keyboard, mouse, touch, gamepad)
+- [ ] Fullscreen mode works
+- [ ] Save/Load functionality
+- [ ] All game mechanics work as expected
+
+### Accessibility
+- [ ] Works without sound (visual feedback)
+- [ ] Keyboard-only controls (if applicable)
+- [ ] Colorblind-friendly (if applicable)
+
+---
+
+## Advanced: Custom Docker Build
+
+For building in CI/CD (like your Kaniko setup):
+
+### Dockerfile Example:
+```dockerfile
+FROM nginx:alpine
+
+# Copy game files
+COPY htlm/ /usr/share/nginx/html/
+
+# Copy custom nginx config
+COPY nginx.conf /etc/nginx/conf.d/default.conf
+
+# Set proper permissions
+RUN chown -R nginx:nginx /usr/share/nginx/html
+
+# Expose port
+EXPOSE 8080
+
+# Health check
+HEALTHCHECK --interval=30s --timeout=3s \
+ CMD wget --no-verbose --tries=1 --spider http://localhost:8080/ || exit 1
+```
+
+### nginx.conf (Your current one is excellent):
+```nginx
+server {
+ listen 8080;
+ server_name _;
+
+ root /usr/share/nginx/html;
+ index YourGame.html;
+
+ # Compression
+ gzip on;
+ gzip_types application/wasm application/javascript text/html;
+
+ # CORS for SharedArrayBuffer
+ add_header Cross-Origin-Embedder-Policy "require-corp" always;
+ add_header Cross-Origin-Opener-Policy "same-origin" always;
+
+ # Security headers
+ add_header X-Frame-Options "SAMEORIGIN" always;
+ add_header X-Content-Type-Options "nosniff" always;
+
+ # Caching
+ location ~* \.(wasm|js|pck)$ {
+ expires 1y;
+ add_header Cache-Control "public, immutable";
+ }
+}
+```
+
+---
+
+## Resources
+
+### Official Documentation
+- [Godot HTML5 Export Docs](https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html)
+- [Godot Web Editor](https://editor.godotengine.org/)
+
+### Tools
+- [Godot Web Export Validator](https://pwa-directory.appspot.com/)
+- [WebPageTest](https://www.webpagetest.org/) - Performance testing
+- [Lighthouse](https://developers.google.com/web/tools/lighthouse) - PWA audit
+
+### Community
+- [Godot Forums - HTML5 Export](https://godotengine.org/community)
+- [r/godot](https://reddit.com/r/godot)
+
+---
+
+## Your Current Setup Analysis
+
+### What You're Doing Right ✅
+1. **Proper CORS Headers** for SharedArrayBuffer
+2. **Security Headers** (X-Frame-Options, X-Content-Type-Options)
+3. **Compression** enabled (gzip)
+4. **Proper MIME types** for .wasm files
+5. **Cache headers** for static assets
+6. **Service Worker** for offline support
+7. **GitOps deployment** with Flux
+8. **Container orchestration** with Kubernetes
+
+### Recommendations
+1. ✅ **Keep the favicon.ico** (converted from your icon)
+2. ❌ **Don't create empty stub files** for scanner requests
+3. ✅ **Monitor logs** but ignore 404s for files your app doesn't use
+4. ✅ **Consider adding** a robots.txt to reduce scanner noise
+5. ✅ **Consider adding** rate limiting to prevent abuse
+
+### About Those 404 Errors
+The files being requested (`support_parent.css`, `twint_ch.js`, `lkk_ch.js`) are:
+- **Not part of Godot exports**
+- **Not needed by your game**
+- **Requested by bots/scanners** looking for e-commerce vulnerabilities
+- **Safe to ignore** - they don't affect your game
+
+**Best Practice:** Monitor real errors, ignore scanner noise in logs.
+
+---
+
+## License
+This guide is provided as-is for educational purposes.
+Feel free to adapt for your own projects.
+
+---
+
+**Last Updated:** November 2025
+**Godot Version:** 4.x (applicable to 3.x with minor changes)
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-/* Empty CSS file to prevent 404 errors from scanners */
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-// Empty JS file to prevent 404 errors from scanners
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-// Empty JS file to prevent 404 errors from scanners