Build mobile-first 2D browser games with Phaser 3 Arcade Physics, tuned for Remix/Farcade constraints and single-file delivery.
Scanned 9/5/2026
Install to Claude Code
npx -y skills add dvcrn/openclaw-skills-marketplace --skill phaser-2d-arcade --agent claude-codeInstalls into .claude/skills of the current project.
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---
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/game-sdk@0.3.0/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.
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