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 kyh/vibedgames --skill phasergit clone --depth 1 https://github.com/kyh/vibedgamesWrote 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/kyh/vibedgames/phaser)<a href="https://agentmods.dev/skills/kyh/vibedgames/phaser"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/phaser/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/kyh/vibedgames/phaser"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/phaser.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00042 | $0.04262 |
| Opus 5.5 | $0.00017 | $0.01705 |
| Sonnet 5.5 | $0.00008 | $0.00852 |
| Haiku 4.5 | $0.00004 | $0.00426 |
Grade A, and why
phaser 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 1mo 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 — 370 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phaser 4 Game Development
This skill covers Phaser 4 only. If a project lists phaser@^3, treat it as a migration target — read references/migration-hotspots.md first, then bump to phaser@^4. Do not start new work on v3.
Build 2D browser games using Phaser 4's WebGL-first renderer, scene model, and updated rendering APIs.
Core principles
Phaser 4 is not Phaser 3 with renamed methods — the renderer, filter model, shader assumptions, texture orientation, and batching all changed.
- WebGL-first, not Canvas-first: treat Canvas as legacy compatibility.
- Measure assets before loader config: most sprite/tile bugs are incorrect frame metadata, not rendering bugs.
- Prefer the simplest rendering path: standard game objects until scale or effects justify filters, GPU layers, or shaders.
- Migration is selective redesign: basic scene code ports cleanly; masks, FX, custom pipelines, shaders, and texture workflows usually need real updates.
STOP: Before Loading Any Spritesheet or Atlas
Read references/spritesheets-and-textures.md first. A few pixels off in frame size, spacing, or margin creates silent corruption that surfaces later as animation/rendering bugs. Never guess frame dimensions; don't assume texture orientation is irrelevant when compressed textures or custom shaders are involved.
STOP: Before Porting Phaser 3 Code
Read references/migration-hotspots.md first. Search for the APIs that changed meaning or disappeared — where most migration time goes:
setTintFillBitmapMaskpreFX/postFXPhaser.Geom.PointMath.TAU/Math.PI2setPipeline('Light2D')DynamicTexture/RenderTexture- custom pipelines
- custom shader code
TileSpritecropping
Reference Files
Read these before working on the relevant feature:
| When working on... | Read first |
|---|---|
| Migrating Phaser 3 code | references/migration-hotspots.md |
| Loading spritesheets, atlases, compressed textures, or TileSprite | references/spritesheets-and-textures.md |
| Performance issues, GPU layers, filters, lighting, or batching | references/rendering-and-performance.md |
| Arcade physics, bodies, groups, pooling | references/arcade-physics.md |
| Tilemaps, object layers, collision setup | references/tilemaps.md |
What ships with it
5 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.
- 1mo ago Changed · +44 lines · -97 tokens per session 0d1ea5770691
- 1mo ago First seen · 326 lines · 139 tokens per session scan A ce8ee5f67931
phaser is a skill published in the GitHub repository kyh/vibedgames (60 stars, last pushed 3d ago), licensed MIT. It adds 42 tokens to every session and 4,262 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-08-30.
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