This is a full-stack Phaser 3 development guide that prioritizes getting to a working game loop before polish. It enforces a specific architecture: TypeScript, Vite bundling, scene-based structure with a core directory holding EventBus, GameState, and Constants singletons. The spectacle event system is interesting. It requires you to emit hooks like SPECTACLE_HIT and SPECTACLE_COMBO during gameplay so visual effects can be wired up later without touching game logic. It also handles Play.fun safe zones for mobile Safari, making sure your UI doesn't get covered by browser chrome or platform widgets. If you're building 2D browser games and want opinionated structure instead of figuring out your own patterns, this gives you a battle-tested scaffold.
- skills.sh installs
- 757
- GitHub stars
- 281
- last updated
- Jul 14, 2026
Install
$ npx -y skills add opusgamelabs/game-creator --skill phaser --agent claude-codeInstalls into .claude/skills of the current project.
Files
This is a full-stack Phaser 3 development guide that prioritizes getting to a working game loop before polish. It enforces a specific architecture: TypeScript, Vite bundling, scene-based structure with a core directory holding EventBus, GameState, and Constants singletons. The spectacle event system is interesting. It requires you to emit hooks like SPECTACLE_HIT and SPECTACLE_COMBO during gameplay so visual effects can be wired up later without touching game logic. It also handles Play.fun safe zones for mobile Safari, making sure your UI doesn't get covered by browser chrome or platform widgets. If you're building 2D browser games and want opinionated structure instead of figuring out your own patterns, this gives you a battle-tested scaffold.
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Details
- Repository
- github.com/opusgamelabs/game-creator
- Category
- Game Development
- First seen
- May 16, 2026
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