Collector - yes, a standalone version of a script compiler does exist. It's Brian's, but I cannot for the life of me figure out how to make it work properly. I'm all for this idea, but I have no bandwidth right now to take it on.
Cloudee, yeah some games should probably not be rated. The majority of mine probably shouldn't - most of them just show off some things you can do and really shouldn't be considered games at all but should be classified as 'instructional' - it may actually make sense to add another category for 'games' such as this (or rename the 'demo' category maybe?). Maybe we should only do walkthroughs of complete games, based on a specific set of criteria, though I'm not sure what that criteria should be.
Sounds like your current idea is looping back around to the idea of creating a sort of tutorial game. Or mini-tutorials, not necessarily interconnected. I like the idea of extremely focused, very short working examples.
I've got a suggestion, what if we start with the template game (our newest, latest-greatest template game). Then we provide tutorials illustrating a particular feature. Then provide a 'diff' code download, then the developer has to apply it as a 'patch' into the template game, creating a complete working game. Diff/Patch tools already exist for this purpose, though I haven't used a diff/patch in years.
Basically, it's no different than what I just did with testing your avoid script, except you would have created a diff file & attached it to your post. I could download it, apply it to a copy of the template game & would have a complete working game in a couple of clicks, no copy-paste necessary. You'd create the diff, then everyone else could download it and patch it into a clean copy of the template game.