game-phaser-development

game-phaser-development is a skill for Codex from jeremylongworth-source/AgentSkills. It costs 79 tokens per session (773 once invoked), scanned A, original, MIT.

A guide to building 2D HTML5 games with Phaser, a JavaScript game framework that runs in web browsers.

In plain words
What is it for?
Use it to build and debug Phaser games, support touch devices and responsive screens, and prepare games for browser publishing.
Why use it?
It helps organize scenes, loading, physics, input, cameras, animations, and browser-specific behavior as the game grows.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to build and debug Phaser games, support touch devices and responsive screens, and prepare games for browser publishing.

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Install with agentmods
npx agentmods add skills/jeremylongworth-source/agentskills/game-phaser-development
Install

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.

Any agent
npx skills add jeremylongworth-source/AgentSkills --skill game-phaser-development
Clone the repo
git clone --depth 1 https://github.com/jeremylongworth-source/AgentSkills

Made for: Codex.

Wrote 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.

agentmods badge for game-phaser-development

README.md
[![agentmods](https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-phaser-development/github.svg)](https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-phaser-development)
Your own site
<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.

agentmods 80×15 button for game-phaser-development

Your own site · 80×15
<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>
Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 773 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce 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

Measured 7d ago against content hash fd22a1b55bc8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/game-phaser-development/SKILL.md · 56 lines

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

  1. Identify the 2D game genre, target browsers/devices, orientation, resolution strategy, input methods, physics model, asset style, and publishing target.
  2. Structure the game around Phaser scenes: boot/preload, main menu, gameplay, UI/HUD, pause, transitions, game over, and results where needed.
  3. Use Phaser lifecycle methods deliberately: preload assets, create stable scene objects, update only active simulation, and clean up events/timers/listeners on scene shutdown.
  4. 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.
  5. Keep gameplay rules, data, and tuning values separate from raw sprite setup when the project will grow.
  6. 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

Read the full file on GitHub · 56 lines

Files

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.

Changes

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.

  1. 7d ago First seen · 56 lines · 79 tokens per session scan A fd22a1b55bc8

Subscribe to this mod's changes

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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