| 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:
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:
phaser_game_agent_open_project → a projectId (one cloud workspace holds many games).
phaser_game_agent_guide + read engine/raster/index.md via phaser_game_agent_read_files — reference to USE, never edit.
- 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.
- Author
src/ + spec/manifest.md with phaser_game_agent_write_files (batched).
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.
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.