This one walks you through Phaser 3's scene-based architecture with clear guidance on when to use Arcade versus Matter physics, how to structure scene lifecycles, and practical patterns for sprites, input, and collision detection. The philosophy section pushes you to think about game structure before coding, which matters more than most gamedev tutorials admit. Covers the full pipeline from config setup through animations and tilemaps. Best for developers who've built basic web apps and want to start making actual browser games without stumbling through Phaser's API docs. The code examples are production-ready, not toy demos.

skills.sh installs
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GitHub stars
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last updated
Aug 21, 2026

Install

$ npx -y skills add chongdashu/phaserjs-tinyswords --skill phaser-gamedev --agent claude-code

Installs into .claude/skills of the current project.

Files

Phaser Game Development

Build fast, polished 2D browser games using Phaser 3's scene-based architecture and physics systems.

Philosophy: Games as Living Systems

Games are not static UIs—they are dynamic systems where entities interact, state evolves, and player input drives everything. Before writing code, think architecturally.

Before building, ask:

  • What scenes does this game need? (Boot, Menu, Game, Pause, GameOver)
  • What entities exist and how do they interact?
  • What state must persist across scenes?
  • What physics model fits? (Arcade for speed, Matter for realism)
  • What input methods will players use?

Core principles:

  1. Scene-First Architecture: Structure games around scenes, not global state
  2. Composition Over Inheritance: Build entities from game objects and components
  3. Physics-Aware Design: Choose physics system before coding collisions
  4. Asset Pipeline Discipline: Preload everything, reference by key
  5. Frame-Rate Independence: Use delta time, not frame counting

Game Configuration

Every Phaser game starts with a configuration object.

Minimal Configuration

Sponsors

Details

Repository
github.com/chongdashu/phaserjs-tinyswords
Categories
DevOps & CI/CD, Code Review & Quality, Game Development
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