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 jeremylongworth-source/AgentSkills --skill game-phaser-developmentgit clone --depth 1 https://github.com/jeremylongworth-source/AgentSkillsWrote 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/jeremylongworth-source/agentskills/game-phaser-development)<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-phaser-development"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-phaser-development/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/jeremylongworth-source/agentskills/game-phaser-development"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-phaser-development.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 | $0.00079 | $0.00773 |
| Opus 5 | $0.00039 | $0.00387 |
| Sonnet 5 | $0.00016 | $0.00155 |
| Haiku 4.5 | $0.00008 | $0.00077 |
Grade A, and why
game-phaser-development 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 7d 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.
How it starts
The opening of the file, as written. The whole thing — 56 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phaser Game Development
Core Workflow
- Identify the 2D game genre, target browsers/devices, orientation, resolution strategy, input methods, physics model, asset style, and publishing target.
- Structure the game around Phaser scenes: boot/preload, main menu, gameplay, UI/HUD, pause, transitions, game over, and results where needed.
- Use Phaser lifecycle methods deliberately: preload assets, create stable scene objects, update only active simulation, and clean up events/timers/listeners on scene shutdown.
- Choose physics by gameplay need: Arcade for simple fast AABB/circle motion, Matter for richer bodies/constraints, or no physics for grid/turn/menu games.
- Keep gameplay rules, data, and tuning values separate from raw sprite setup when the project will grow.
- Verify in real browsers with responsive scaling, focus loss, audio unlock, mobile touch, fullscreen, and itch.io iframe behavior when publishing.
Phaser Priorities
- Scenes: use scene keys consistently, avoid conflicting scene registration, and choose start/stop/sleep/wake intentionally.
- Assets: preload with clear keys, use atlases/spritesheets where appropriate, handle load progress and failure states, and keep paths case-correct.
- Physics: tune gravity, body sizes, collision categories, overlap/collider callbacks, velocity, drag, bounce, and world bounds explicitly.
- Cameras: use follow, bounds, zoom, shake, fade, dead zones, and multiple cameras for HUD/game separation where useful.
- Input: support keyboard, pointer/touch, gamepad, focus loss, pause, remapping where needed, and mobile hit target sizing.
- Animation: define animation keys, frame rates, repeat rules, state transitions, and cancellation behavior.
- UI: separate HUD and menus from gameplay scenes when layering, persistence, or pause behavior matters.
- Performance: watch active sprites, particles, physics bodies, tilemap layers, texture sizes, object churn, and expensive per-frame callbacks.
Architecture Guidance
What ships with it
2 files 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.
- 7d ago First seen · 56 lines · 79 tokens per session scan A fd22a1b55bc8
game-phaser-development is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 8d ago), licensed MIT. It adds 79 tokens to every session and 773 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-09-03.
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