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 notque/vexjoy-agent --skill phaser-gamedevgit clone --depth 1 https://github.com/notque/vexjoy-agentWrote 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/notque/vexjoy-agent/phaser-gamedev)<a href="https://agentmods.dev/skills/notque/vexjoy-agent/phaser-gamedev"><img src="https://agentmods.dev/badge/skills/notque/vexjoy-agent/phaser-gamedev.svg" alt="Measured on agentmods" 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 | $0.00027 | $0.01990 |
| Opus 5 | $0.00014 | $0.00995 |
| Sonnet 5 | $0.00005 | $0.00398 |
| Haiku 4.5 | $0.00003 | $0.00199 |
Grade A, and why
phaser-gamedev 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 4d 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 — 163 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phaser Gamedev Skill
Overview
This skill builds complete Phaser 3 2D games using a Phased Construction pattern: DESIGN (plan game type, physics, scenes) → BUILD (scene lifecycle, sprites, tilemaps) → ANIMATE (physics, animation state machines, input) → POLISH (camera effects, particles, tweens, sound, mobile). Targets Phaser 3.60+ throughout.
Scope: Platformers, arcade shooters, top-down RPGs, puzzle games, and side-scrollers — anything 2D in Phaser 3. Use threejs-builder for 3D games, native mobile games, and non-Phaser canvas work.
Reference Loading Table
| Signal | Load These Files | Why |
|---|---|---|
references/core-patterns.md |
core-patterns.md |
Always |
references/build-scaffolds.md |
build-scaffolds.md |
Phase 2 BUILD |
references/animate-scaffolds.md |
animate-scaffolds.md |
Phase 3 ANIMATE |
references/polish-scaffolds.md |
polish-scaffolds.md |
Phase 4 POLISH |
references/errors.md |
errors.md |
Error Handling |
references/arcade-physics.md |
arcade-physics.md |
Arcade physics |
references/tilemaps.md |
tilemaps.md |
Tilemap / Tiled |
references/spritesheets.md |
spritesheets.md |
Sprites / animation |
references/performance.md |
performance.md |
Performance concern |
| Frame rate must reach a target number | hill-climb skill |
Measured baseline, profile, accept/revert loop on p1-low FPS |
references/game-feel-patterns.md |
game-feel-patterns.md |
Polish / juice signal |
references/tilemaps-and-physics.md |
tilemaps-and-physics.md |
Complex maps / Matter.js |
Instructions
Phase 1: DESIGN
Goal: Understand what to build, select the physics system, and plan the scene graph before writing any code.
Core constraints:
- Read repository CLAUDE.md before building — local standards override defaults here
- Select physics system before any other decision — Arcade (fast AABB), Matter.js (complex shapes), or no physics cannot be mixed per scene without deliberate design
- Plan scenes upfront — Boot → Preload → Game → UI is the standard flow; diverge only when the game requires it
What ships with it
11 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.
- references/animate-scaffolds.md 2.0 KB
- references/arcade-physics.md 7.4 KB
- references/build-scaffolds.md 2.0 KB
- references/core-patterns.md 8.2 KB
- references/errors.md 1.8 KB
- references/game-feel-patterns.md 12 KB
- references/performance.md 7.8 KB
- references/polish-scaffolds.md 1.9 KB
- references/spritesheets.md 6.2 KB
- references/tilemaps-and-physics.md 14 KB
- references/tilemaps.md 7.0 KB
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.
- 4d ago First seen · 163 lines · 27 tokens per session scan A bbd2bf5dbb42
phaser-gamedev is a skill published in the GitHub repository notque/vexjoy-agent (419 stars, last pushed 3d ago), licensed MIT. It adds 27 tokens to every session and 1,990 once invoked, about $0.0001 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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