home / skills / openclaw / skills / phaser-2d-arcade
/skills/chuckstock/remix-agent-publish/frameworks/phaser-2d-arcade
This skill helps you build fast, single-file Phaser 3 arcade games for mobile-first Remix/Farcade deployments with minimal boilerplate.
npx playbooks add skill openclaw/skills --skill phaser-2d-arcadeReview the files below or copy the command above to add this skill to your agents.
---
name: phaser-2d-arcade
description: Build mobile-first 2D browser games with Phaser 3 Arcade Physics, tuned for Remix/Farcade constraints and single-file delivery.
metadata:
tags: phaser, game-dev, html5, arcade-physics, remix
---
# Phaser 2D Arcade
Use this skill when a user asks for a Phaser browser game, especially for fast single-file 2D gameplay loops.
## Workflow
1. Start from `assets/starter-single-file.html`.
2. Implement core loop first: `boot -> preload -> create -> update`.
3. Add win/lose condition and scoring before polish.
4. Add touch controls and responsive layout early (mobile-first).
5. If targeting Remix/Farcade, apply SDK hooks from `references/remix-farcade-integration.md`.
6. Validate required hooks (`gameOver`, `onPlayAgain`, `onToggleMute`) before handoff.
## Guardrails
- Prefer Phaser Arcade Physics for simplicity/performance.
- Keep initial scope small: 1 scene, 1 mechanic, 1 fail condition.
- Avoid expensive per-frame allocations and unnecessary visual effects.
- Keep gameplay restart-safe and deterministic.
- For Remix uploads, produce single-file HTML with inline JS/CSS unless user asks otherwise.
- For Remix uploads, include `<script src="https://cdn.jsdelivr.net/npm/@farcade/[email protected]/dist/index.min.js"></script>` in HTML `<head>`.
## References
- `references/phaser-arcade-patterns.md` for scene architecture, controls, and perf defaults.
- `references/remix-farcade-integration.md` for Farcade SDK hooks and integration shape.
This skill helps build mobile-first 2D browser games using Phaser 3 Arcade Physics, optimized for single-file delivery and Remix/Farcade constraints. It focuses on fast iteration: a minimal scene, touch-friendly controls, and a small, deterministic game loop ready for upload. The output is tuned for performance and simple integration with Farcade SDK when needed.
Start from a single-file HTML starter that contains inline JS/CSS and the Phaser boot sequence (boot -> preload -> create -> update). Implement a core gameplay loop, a single mechanic, and a clear win/lose condition before adding polish. When targeting Remix/Farcade, include the Farcade SDK and validate integration hooks such as gameOver, onPlayAgain, and onToggleMute.
Do I have to use Phaser Arcade Physics?
Prefer Arcade Physics for this skill because it balances simplicity and performance; only switch engines if you need advanced physics features.
How should I prepare a game for Remix/Farcade?
Produce a single-file HTML with inline JS/CSS, include the Farcade SDK script in the head, and expose required hooks: gameOver, onPlayAgain, onToggleMute.
What performance pitfalls should I avoid?
Avoid per-frame allocations, excessive particle effects, and expensive texture operations; use object pooling and keep draw calls low.