phaser-gamedev

phaser-gamedev is a skill for Claude Code from notque/vexjoy-agent. It costs 27 tokens per session (1,990 once invoked), scanned A, original, MIT.

A guide for building 2D browser games with Phaser 3, a JavaScript game framework for scenes, physics, tilemaps, sprites, and animation.

In plain words
What is it for?
Use it to create platformers, shooters, role-playing games, puzzles, and side-scrollers with movement, collisions, maps, effects, sound, and mobile support.
Why use it?
It organizes game development into design, construction, animation, and polish so the main systems and finishing effects are covered together.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: agent in frontmatter; mentions CLAUDE.md.

Good fit Use it to create platformers, shooters, role-playing games, puzzles, and side-scrollers with movement, collisions, maps, effects, sound, and mobile support.

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Install with agentmods
npx agentmods add skills/notque/vexjoy-agent/phaser-gamedev
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 notque/vexjoy-agent --skill phaser-gamedev
Clone the repo
git clone --depth 1 https://github.com/notque/vexjoy-agent

Made for: Claude Code.

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 phaser-gamedev

README.md
[![agentmods](https://agentmods.dev/badge/skills/notque/vexjoy-agent/phaser-gamedev.svg)](https://agentmods.dev/skills/notque/vexjoy-agent/phaser-gamedev)
Your own site
<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>
Per session 27 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,990 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00027 $0.01990
Opus 5 $0.00014 $0.00995
Sonnet 5 $0.00005 $0.00398
Haiku 4.5 $0.00003 $0.00199

Measured 4d ago against content hash bbd2bf5dbb42, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

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.

skills/game/phaser-gamedev/SKILL.md · 163 lines

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

Read the full file on GitHub · 163 lines

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. 4d ago First seen · 163 lines · 27 tokens per session scan A bbd2bf5dbb42

Subscribe to this mod's changes

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.