Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add bullish0x/GameStudio --skill phaser-2d-gamegit clone --depth 1 https://github.com/bullish0x/GameStudioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/bullish0x/gamestudio/phaser-2d-game)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-2d-game"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-2d-game/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/phaser-2d-game"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/phaser-2d-game.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00048 | $0.00664 |
| Opus 5 | $0.00024 | $0.00332 |
| Sonnet 5 | $0.00010 | $0.00133 |
| Haiku 4.5 | $0.00005 | $0.00066 |
Grade A, and why
phaser-2d-game scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 6d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
This is a copy
92% identical to phaser-2d-game — 8 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 89 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phaser 2D Game
Overview
Use this skill for the main execution path in this plugin. Phaser is the default stack for 2D browser games here because it handles rendering, timing, sprites, cameras, and scene orchestration well without forcing gameplay rules into the framework.
Preferred stack:
- Phaser
- TypeScript
- Vite
- DOM-based HUD or menus layered over the game canvas
Architecture
- Keep gameplay state outside Phaser scenes.
- Systems own rules, turn order, movement, combat, inventory, objectives, and progression.
- Phaser scenes adapt system state into sprites, camera motion, animation playback, and effects.
- Make scenes thin.
- Boot and asset preload
- Menu or shell scene
- Gameplay scene
- Optional overlay or debug scene
- Keep renderer-facing objects disposable.
- Sprite containers, emitters, tweens, and camera rigs are view state, not source of truth.
- Favor stable asset manifest keys over direct file-path references throughout gameplay code.
Implementation Guidance
- Use one integration boundary where the scene reads simulation state and emits input actions back.
- Prefer deterministic system updates over scene-local mutation.
- Treat HUD and menus as DOM when text, status density, or responsiveness matter.
- Keep animation state derived from gameplay state rather than ad hoc sprite flags.
2D Modes Covered Well
- Turn-based grids and tactics
- Top-down exploration
- Side-view action platformers
- Character-action combat with sprite animation
- Lightweight management or deck-driven battle scenes
Camera and Presentation
- Choose the camera model early: locked, follow, room-based, or tactical-pan.
- Keep camera logic separate from game rules.
- Use restrained screen shake, hit-stop, and parallax. Effects should improve readability, not obscure it.
UI Integration
- Use DOM overlays for HUD, command menus, settings, and narrative panels.
- Keep the canvas responsible for the world, combat readability, and motion.
- Avoid shoving dense text or complex settings UIs into Phaser unless the project explicitly needs an in-canvas presentation.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 6d ago First seen · 89 lines · 48 tokens per session scan A c5e7b5996fa9
phaser-2d-game is a skill published in the GitHub repository bullish0x/GameStudio (11 stars, last pushed 2mo ago), licensed MIT. It adds 48 tokens to every session and 664 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 92% identical to phaser-2d-game, differing in 8 lines, and is treated as a copy.
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