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phaser-game-agent

Build and ship complete, playable Phaser web games on a managed cloud workspace via the Phaser Game Agent (pga_* tools). Use whenever the user wants to make, prototype, or extend a browser game.

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phaserjs/phaser-game-agent
Last source activity
July 1, 2026 at 00:52
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name
phaser-game-agent
description
Build and ship complete, playable Phaser web games on a managed cloud workspace via the Phaser Game Agent (pga_* tools). Use whenever the user wants to make, prototype, or extend a browser game.
# Phaser Game Agent Build real, playable Phaser games on a managed cloud sandbox — reusable blocks assembled on a batteries-included engine, type-checked, screenshotted, and published to the user's Phaser account. You build on your own subscription. ## Connect first (one time) The build tools live in the **Phaser Game Agent MCP**. If the `pga_*` tools are not already available in this session, ask the user to connect it: ```bash npx @phaserjs/game-agent ``` This signs them in (their own Phaser subscription) and writes the MCP config for this CLI; then restart this CLI so the tools load. A skill file alone cannot register an MCP server — this step is what actually wires it up. ## Once connected Drive the `phaser_game_agent_*` tools. Always start with `phaser_game_agent_guide`, then: 1. `phaser_game_agent_open_project` → a `projectId` (one cloud workspace holds many games). 2. `phaser_game_agent_guide` + read `engine/raster/index.md` via `phaser_game_agent_read_files` — reference to USE, never edit. 3. **Reuse first**: `search_games` / `search_blocks`, then `phaser_game_agent_add_blocks` / `phaser_game_agent_seed_game` deliver known-good code to disk. Adapt the delivered files — never hand-type block code. 4. Author `src/` + `spec/manifest.md` with `phaser_game_agent_write_files` (batched). 5. `phaser_game_agent_verify` until green → `phaser_game_agent_preview`. It returns a **`playUrl`**: a public, directly-playable build. **Load `playUrl` in your own browser and DRIVE the game** — press keys, click, play through the parts you changed (title, gameplay, win/lose, game-over) and screenshot to verify. There is no server screenshot; you test the game yourself. Fix → preview → re-test as needed. 6. `phaser_game_agent_finish` when the game is done — pauses the workspace, stops billing, and its `note` reports the run cost + remaining credits (repeat it to the user). The engine is prebuilt; never reimplement it. The MCP's own instructions and `phaser_game_agent_guide` are the source of truth — follow them over this summary.
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