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→ aprojectId(one cloud workspace holds many games).phaser_game_agent_guide+ readengine/raster/index.mdviaphaser_game_agent_read_files— reference to USE, never edit.- Reuse first:
search_games/search_blocks, thenphaser_game_agent_add_blocks/phaser_game_agent_seed_gamedeliver known-good code to disk. Adapt the delivered files — never hand-type block code. - Author
src/+spec/manifest.mdwithphaser_game_agent_write_files(batched). phaser_game_agent_verifyuntil green →phaser_game_agent_preview. It returns aplayUrl: a public, directly-playable build. LoadplayUrlin 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_finishwhen the game is done — pauses the workspace, stops billing, and itsnotereports 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.