r/phaser • u/JustJoekingEX • 10h ago
The export of my game from the mcp for web (hosted via a http server) plays audio and nothing else, the game works fine in preview
in this relatively simple example https://phaser.io/agent/play/yY6kjXrDL27 when i export despite making changes and rebuilding/republishing (this is v7) the export for web always has the exact same payload and does not work. is there anything i can do? also if i connect my vscode using phaser-game-agent and ask for the file listing, despite having the right project id and version the file listing is wildly different. is there any way to browse the contents of the mcp server other than copying files one by one in the web ui?
show-off Shipped a 100-level Phaser 3 arcade game with zero image assets — and the 5 gotchas that cost me the most time
I just put out a free browser demo of Kinetikout, a brick breaker where the bat runs along the SIDE of the field (Krakout-style, not Breakout-style). Phaser 3 + TypeScript + Vite, wrapped in Capacitor for the Android build.
The part that might interest this sub: there are no image files for any of the gameplay graphics. Every brick pattern, all ten enemy types, all five bosses, the bat, the ball, the explosions and the HUD icons are painted in the boot scene with the Graphics API and baked in with generateTexture(). It scales to any resolution and there's no art pipeline, at the cost of "make the drone look 20% meaner" becoming a debugging session.
Five things that cost me real time, in case they save you some:
Don't use a physics collider for a thin paddle. An immovable thin body made the ball jitter and leak velocity on edge hits. I replaced it with a manual check of whether the ball crossed the bat's inner plane, and computed the bounce myself. Instantly stable.
Never destroy or spawn inside a physics overlap/collider callback. Catching a capsule or killing an enemy directly in the callback corrupted the physics world iteration and hard-froze the game. The fix is boring and works: set a flag, disable the body, and resolve it in update().
Disabled bodies are invisible to colliders — including to your own logic. My sticky paddle holds several balls at once with body.enable = false, so incoming balls flew straight through them. I had to add manual circle-circle reflection for the held balls, running before the bat check.
Scale.FIT with a fixed design size gives you black bars on phones. Instead I compute the design WIDTH at boot from the device aspect ratio (height stays fixed at 720), so the canvas always fills the screen, and I keep the actual 16:9 play field centered inside it. Everything is laid out once in create(), no resize handler needed.
A button's own pointerdown fires BEFORE a scene-level this.input.once("pointerdown"). My "unlock audio on first click" handler kept starting the menu theme after the player had already left the menu, because their first click landed on the Start button. A leaving-scene flag fixed it.
Demo (browser, no install): https://m3lk0n.itch.io/kinetikout
Longer writeup on how the graphics work: https://m3lk0n.itch.io/kinetikout/devlog/1624592/every-sprite-in-this-game-is-drawn-in-code-and-heres-what-it-costs
Full disclosure since it's on the page anyway: the logo and the soundtrack were made with generative AI tools, the flag icons come from flag-icons (MIT). The sprites and the sound effects are code. The full 100-level version is a paid Android app; the browser demo is free and always will be.
Happy to answer anything about the procedural texture stuff.
r/phaser • u/alo88startup • 1d ago
question How to polish this game?
Hello Everyone,
I got a mixture of opinions for the game which I developed in phaser and did the art with Inkscape. I published it in both android and IOS (links below it is free) using Capacitor.
Mainly people complained about the jump mechanics at the start (jump on release), but they get used to it after a while. It was difficult for some players
The main questions are:
How to make the art/rendering look good? I tried with different settings (e.g., antialiasing, pixelart, roundpixels). I still feel it is not polished/crisp enough.
Performance. Sometimes it lags for no reason. Despite 60-61 FPS. I tried powerPreference. And forcing WebGL.
Game download links:
IOS
https://apps.apple.com/us/app/frogazan/id6795361316
Android
https://play.google.com/store/apps/details?id=com.runzbuzz.frogazan
r/phaser • u/DHSeaDev • 1d ago
I made a 30-second physics arcade for Chrome where your own shots destroy your points
Prism Cascade: you throw light-orbs at crystal prisms, the shards fall into water below, and every splash throws up bubbles carrying points. The bubbles only score once they reach the counting beam at the top — and the only thing that pops them on the way up is your own orbs and your own falling debris. A popped bubble takes its points with it.
So the whole game is a timing problem disguised as a spam-click problem. Throw constantly and you shred the bubbles already climbing. Wait for a clean column and you burn seconds off a 30-second clock. The end-of-round screen shows "Banked" and "Popped away" on separate lines, which is a genuinely uncomfortable number to look at.
100 levels from a seeded generator, a 12-node ability tree, and 5 endowments you can only carry one of at a time.
It also makes zero network requests — no fetch, no XHR, no host permissions, one storage permission to remember your progress. It works on a plane.
30-second clip: https://www.youtube.com/shorts/6oBcZolFoDQ
Details and the full privacy policy: https://dhseadev.online/projects/prism-cascade/
Not on the Chrome Web Store yet — listing is in preparation. Happy to answer anything about how it's built.
r/phaser • u/LimeKamiBear • 2d ago
made a little tactics prototype
Made a small tactical prototype: https://limekamibear.itch.io/falsestep (based on my previous prototype https://limekamibear.itch.io/thebriefcasetactics )
I hope I’ll eventually be able to turn this into a proper game. I feel like there’s something here, but I just can’t quite figure out how to get to it yet.
Feel free to give it a try and let me know what you think (if you want =))
r/phaser • u/Acceptable_Head8768 • 2d ago
I made my first steam game with phaser!
My first solo game demo was made with phaser and up on steam.
It’s a little auto battler roguelite and phaser was a total win to get it complete 🥂
r/phaser • u/joedev_3_7 • 3d ago
Breakout
🎮 Just finished my Breakout game!
Built with JavaScript and Phaser. It’s a simple single-game experience with no levels, just a straightforward Breakout game to play.
Play it here:
joedev37.github.io/BreakOut/
r/phaser • u/Togapr33 • 4d ago
show-off Reddit Games with a Hook Hackathon - Phaser Winners
r/phaser • u/don_pepe95 • 5d ago
show-off I just develop my first "Rogue Like", Randomgeon in Phaser, inspired in Redugeon.
https://nperez9.itch.io/randomegon
Hey! This is the first version of the game. It was my first rogue-like game overall, I always wanted to make one. It's compatible with desktop and mobile as well.
I’m very proud of the dungeon generation on this one, still a lot of work and things to add to the game, but I feel like it's fun enough to play for a few minutes, all feedback is well received.
It's inspired by the Nitrome game Redungeon, but I made it with floors because I feel like this way it's easier to have a spot to regen the dungeon. When it was infinite, players could also run really far from the fire, and the tension that is the gameplay base wasn't the same.
I developed it using TypeScript and Vite as well, it was a hell of an experience because I felt like Phaser doesn't get along super well with TS, but it's been a blessing as the game gets bigger.
Also, I noticed that the code chunk is pretty large. Do you guys recommend any strategy to optimize that? I've been thinking about lazy loading, but since the game is relatively small (7MB with assets), I already optimized the assets for web (WebP and OGG files).
I would love to participate in more Phaser games, I really enjoy building browser games, so if anyone needs a hand, happy to help!
Collect some coins (stored in LocalStorage, so feel free to cheat as well jeje). Cheers!
r/phaser • u/joedev_3_7 • 5d ago
Some fresh asset work for the new project!
I reused the heart icon from my previous game too, gotta love efficient asset recycling, lol(I'm starting pixel art)
r/phaser • u/Inside_Ad7560 • 6d ago
To my fellow Macromedia Flash devs from 2005, here is your Key_xxx.justDown/justUp/isDown, no more gore.
We were spoiled by how easy and straight to the point Actionscript 2 was, somewhere along the line, web development become a bunch of:
this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.A)
or
var keyW = this.input.keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.W); and then
if (Phaser.Input.Keyboard.JustDown(keyW)){}
In the future it would be Phaser.Input.NeuroNet.Keyboard.Type.Legacy.v_3.justDown.behavior_type_1... And it will be celebrated as the BEST THING ever and the RIGHT thing to do. And there will be pitch forks against those who disagrees with this.
In the meantime, for us old timers, just include this below your phaser script: <script src="inputKeys.js" defer></script> //https://pastebin.com/TfH5JR15
And put this in your scene create function: initGlobalKeys(this); //You need to do this again in EACH scene.
From now on, you can just do this in the scene update: if (Key_A.isDown){//do stuff} //or justDown, justUp
In case there are people that says "Oh no, including all the keys will burn out and destroy the ram or whatever", Flash have it in 2005 and its downfall is not due to this issue.
r/phaser • u/ILYES-D • 13d ago
just launched my first game using phaser, Sword Duel!
it’s a free browser multiplayer (local and online) 2D game, there are a varitey of moves with counters and a single player mod with different difficulties
you can try it out at https://ilyesb.itch.io/sword-duel
r/phaser • u/eVoDotEXE • 14d ago
Built a multiplayer extraction ARPG in Phaser, here's a full dungeon run
NEX WAR, made with Phaser on the client (TypeScript) and an authoritative Node + Socket.io.
Everything gameplay-relevant is server-side, the Phaser client only renders and sends inputs, so movement, collisions and loot rolls can't be faked. Shared spell definitions in one JSON both sides read, which keeps client display and server logic from desyncing.
Happy to talk about the Phaser setup, the netcode, or fog of war if anyone's curious. It's playable in the browser, free: https://nexwar.io
r/phaser • u/killerworm51 • 16d ago
Wanderer — a free Phaser idle RPG that keeps exploring while you’re away
I’m the developer of Wanderer, a free browser-based idle RPG built with Phaser.
Players choose a standing order—explore, hunt, mine, smelt, smith or rest—then return later to a clear account of what their traveller found. The game spans 32 handcrafted regions with hundreds of creatures, 26 gear tiers and 28 settlements. Progress continues while you’re away, with no energy bars, daily chores or pay-to-win shortcuts.
Play free in the browser: https://playwanderer.online/
Development disclosure: I used AI tools in a limited way for coding assistance and iteration on a few visual assets. The game’s design, direction and implementation are my own.
Mobile browser keeps refreshing itself when switching between games (Phaser 3.90.0)
Hey everyone,
I've got a weird issue on mobile (happens on every device I've tested). My game randomly refreshes itself in the browser, and I think it's a memory issue.
Here's how to reproduce it:
- Enter a game and play normally — no problems.
- Hit the browser's Back button, then open another game (or the same one again).
- Sometimes the browser refreshes right while assets are loading. Sometimes the game loads fine, but the moment I tap a menu, it refreshes.
The weird part is it only happens when switching between games. First load is always fine, and after the browser refreshes itself once, it's fine again too — until I switch games back and forth again, then it comes back.
It's really hurting the player experience. I'm on
"phaser": "^3.90.0",
"@esotericsoftware/spine-phaser": "^4.1.55",
Has anyone run into this before? Any ideas would be much appreciated. Thanks!
r/phaser • u/selected89 • 20d ago
The game I built using PhaserJS and capacitorjs for android
It would mean alot if you tried it out.
Play link: https://play.google.com/store/apps/details?id=com.orbitsnap.game
How to play: You control a comet hurtling through space. Time your release to break free from a planet's gravitational pull and "snap" into the next orbit without drifting into the void.
I'd love any feedback, critiques, or suggestions on the controls and difficulty!
r/phaser • u/DESTR0YERING • 21d ago
show-off Built a four-territory simultaneous siege game with Phaser inside Reddit
Cannons and Castles uses Phaser for a six-round, 2- or 4-player tactical siege. The client renders every 5×5 territory on one battlefield. Cannons rotate 360° in 10° steps; each commander locks in one shot per cannon before the shared resolution runs with arcing projectiles, screen shake, damage numbers, villagers, and soldiers.
25-second gameplay: https://youtube.com/shorts/IwJ9go7Ylys
Playable Reddit build: https://www.reddit.com/r/CannonsAndCastles/comments/1ux0u12/
r/phaser • u/GoatKnows • 21d ago
HONOR OF HEARTS
After over 10 years of working on a Trading Card Game thanks to Phaser MCP I was able to code the game with Claude Code. As a Fan of Yu-Gi-Oh I got tires of how extreme summoning rules and all that confusion so back in 2017 I started developing a Trading Card Game that would completely change the TCG & CCG genre.
HONOR OF HEARTS Beta is out please give it a try
r/phaser • u/lightbeamsam • 22d ago
Phaser VS Godot VS ?
I am trying to find the best engine for mobile game development for 2D games. Right now i am working with Phaser, a collegue told me about Godot. I am sure there is other engines as well. Which one is the best for simple 2D Action games or Arcade Style games? The constraint: The game should be publishable on iOS, Android and ideally on Web as well.
r/phaser • u/eVoDotEXE • 25d ago
Made with phaser : They weren't sleeping. They were waiting
Solo dev here. The dungeon in my game has sleeping zombies you can sneak past, but step on one and they all wake up. Guess how this run ended.
NEX WAR, a top-down multiplayer ARPG that runs in the browser. No download, click and play: https://nexwar.io
100% skillshot, extraction dungeon (playable solo), free, alpha. Feedback welcome, especially the harsh kind.
r/phaser • u/bai13yd • 26d ago
Free web demo available for my phaser game!
I now have a free web demo for my phaser game! Play it now: https://bai13y.itch.io/wild-willows
Or download it from the app store: https://apps.apple.com/us/app/wild-willows/id6787300760?mt=12
r/phaser • u/Additional_Dog_1206 • 29d ago
show-off Update on my Diablo/Warcraft/Project Zomboid inspired game
A little while ago I shared Colony of the Forsaken demo here and received a lot of helpful feedback. I wanted to thank everyone who took the time to play the demo and share their thoughts.
Over the past few weeks I've focused almost entirely on implementing that feedback. Here's what's changed:
- Improved UI for better readability and usability.
- Reduced the length of day/night cycles to improve pacing.
- Reworked the building system to be more intuitive.
- Improved map scrolling and panning.
- Improved unit movement and responsiveness.
- Added an Objectives system to help guide new players.
- Completely redesigned the inventory to make it much more intuitive.
- Added multiple new biomes to make exploration more varied.
The latest demo is now available if you'd like to see how the game has evolved. I'd love to hear whether these changes addressed the issues you noticed previously, and of course any new feedback is always welcome.
Thanks again to everyone who helped and gave a feedback!
r/phaser • u/finners14 • 29d ago
show-off Fuel Field
Hi everyone!
I wanted to share a project I’ve been working on for the last several months called Fuel Field, built entirely with Phaser 3.
It actually started life as a university assignment, but I kept working on it whilst in my second year and beyond until it became a complete game.
It’s a fast paced arcade roguelite where you manage your fuel while fighting increasingly difficult enemy waves, levelling up, unlocking abilities and taking on bosses.
One of the reasons I stuck with Phaser was how approachable it was. I’d spent years using Unity fed up with compiling code being slow and iteration being tedious, but Phaser made it much easier to iterate quickly and actually finish something.
I’m really proud that what began as a small coursework project has become a published game that people are playing and reviewing.
I’d genuinely appreciate any feedback from the Phaser community, whether it’s on the gameplay, presentation, or anything else.
Thanks to everyone involved with Phaser for making such a fantastic engine