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phaser-brainstorm

phaser-brainstorm

github.com/yakoub-aiCreative & media2966 installsUpdated 9w ago
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About phaser-brainstorm

phaser-brainstorm is a game-concept planning skill for people considering a Phaser 4 project. It tests ideas against available time, skills, audience, scope, and engine fit before outlining a prototype.

Key features

  1. 01Clarifies time, audience, skills, and resources
  2. 02Finds a distinctive one-sentence game hook
  3. 03Sizes scope and identifies cuts
  4. 04Pressure-tests gameplay and technical risks
  5. 05Checks suitability for Phaser 4
  6. 06Defines a prototype and next step

Use cases

  1. 01Choosing a feasible game idea for a jam or portfolio
  2. 02Reducing a concept to fit a time budget
  3. 03Testing a core mechanic before writing a GDD

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/yakoub-ai/phaser4-gamedev --skill phaser-brainstorm

After installing, type/phaser-brainstormin Claude Code to confirm it loaded.

Bundled filesreferences/ideation-prompts.mdreferences/scope-calibration.md

Details

From the project README

Brainstorming a Phaser 4 Game

The step before the design document. A GDD answers how the game works; this answers what game is worth working on, and can this person finish it.

Most abandoned game projects were not badly built. They were badly scoped — the idea was never sized against the time and skills available, and the failure was baked in before the first line of code.


Start with what is actually fixed

Ask these four before generating a single idea. They eliminate more possibilities than any amount of ideation, and it is cheaper to eliminate now:

QuestionWhy it decides things
How much time? A weekend, a month, a year?The single strongest constraint. A weekend game and a year game are different kinds of thing, not different sizes of the same thing.
Who is this for? A jam, a portfolio, a paying audience, yourself?A portfolio piece optimises for a striking 30 seconds. A commercial game optimises for hour twenty.
What can you make or get? Art, audio, both, neither?If nobody can draw, the game has to be one where that does not matter — and that is a real design constraint, not a limitation to apologise for.
What have you finished before?The best predictor of what someone will finish next. First game and fifth game deserve different advice.

Do not skip to ideas because the user seems keen. An idea generated without these is a coin flip, and enthusiasm for the wrong-sized project is exactly how the next six months get spent.


Then find the hook

A game concept needs one sentence that makes someone want to play it. Not a genre — a genre is a shelf, not an idea.

Not a hookA hook
"A platformer""A platformer where you can only move when the music plays"
"A tower defence game""A tower defence game where the towers are the enemies you killed"
"An RPG""An RPG where every party member remembers how you treated them"

The test: can you describe it in one sentence that contains a verb nobody expects? If the sentence is a genre plus adjectives, keep going.

Ways to find one that work more often than "think harder":

  • Invert a convention. What does every game in this genre take for granted? A platformer assumes you control when to jump. A stealth game assumes you want to be unseen.
  • Take one mechanic somewhere else. Deck-building in a racing game. Tower placement in a dating sim.
  • Start from a constraint. One button. One screen. No losing. No text.
  • Start from a feeling. "Being slightly late for everything." "Tidying up." Then find the mechanic that produces it.
  • Start from what you can actually make. If the only art you can produce is silhouettes, a game about shadows is not a compromise — it is a concept with its art direction already solved.

Size it honestly

This is the step that decides whether the game ships. Be concrete and be unwelcome about it, because the alternative is being wrong in six months.

ScopeRealistic forContent
Weekend / jamOne mechanic, executed cleanly1 scene type, 1–2 enemies, 3–5 levels or endless
1–2 weeksOne mechanic plus progressionMenu, gameplay, game-over, 8–12 levels, save
1–2 monthsA small complete game3–4 mechanics, 20+ levels or procedural, audio, polish
3–6 monthsA commercial small gameFull progression, content variety, tutorial, settings, releases
A year+Do not start here—

Multiply every estimate by three. Not as a joke — that is roughly the observed ratio between what game developers estimate and what they measure, and it holds across experience levels.

Where the time actually goes. People estimate the core mechanic and forget the rest:

WorkShare of the project
Core mechanic20%
Menus, settings, saves, pause, transitions25%
Content — levels, enemies, balancing30%
Audio, juice, polish15%
Bugs, platform issues, release10%

A "simple platformer" with the core mechanic done is 20% finished, not nearly finished. This table is the single most useful thing to show someone who thinks they are close.

Cutting to fit

When the idea does not fit the time, cut content, not the hook. A game with one brilliant mechanic and four levels is finished. A game with five mechanics half-built is not a game.

Cut thisKeep this
Number of levels, enemies, weaponsThe one thing that makes it interesting
MultiplayerFeel and responsiveness
Story, cutscenes, voiceThe core loop
Procedural generationWorking save/load
Multiple endingsAn ending

Multiplayer deserves its own warning: it does not add a feature, it multiplies the whole project. Netcode, sync, lobbies, and every bug becoming two bugs. Unless multiplayer is the hook, cut it.


Pressure-test before committing

Six questions. Weak answers here are cheap to discover now and expensive to discover in month three.

  1. What does the player do, moment to moment? If the answer takes a paragraph, the loop is not clear yet. "Jump between platforms while the floor collapses" is clear.
  2. Why is the second minute more interesting than the first? No answer means no progression, and the game is a toy — fine for a jam, fatal for anything longer.
  3. What does the player get wrong, and how do they learn? A game with no failure state has no tension; one with unteachable failure is just unfair.
  4. What is the smallest version that proves the idea works? That is your prototype, and it should take days, not weeks.
  5. What could kill this? Name the technical risk now. "I don't know if I can make the physics feel right" is a thing to prototype first, not to discover in week six.
  6. Would you play it? Not "would it sell". If the honest answer is no, six months with it will be worse than it sounds.

Does it suit Phaser 4?

Phaser is a 2D WebGL engine. It is excellent at some things and the wrong choice for others, and it is kinder to say so at this stage.

Strong fit: platformers, top-down action, puzzles, tower defence, shooters, card and board games, roguelikes, endless runners, visual novels, tile-based anything, and any 2D game intended to run in a browser.

Workable with effort: physics-heavy sandboxes (Matter is capable but demanding), large open worlds (needs chunking and culling), rhythm games (browser audio latency is the real problem, not Phaser), real-time multiplayer (Phaser is client-only; the server is a separate project).

Wrong tool: 3D. Phaser 4's renderer is 2D — proper 3D is planned but not here. Use Three.js or Babylon. Also text-only games, where a web framework is simpler.

What Phaser 4 specifically brings: the Beam renderer handles far more on-screen than v3 did; filters apply to any object; SpriteGPULayer makes bullet-hell counts realistic; cone lights make stealth vision cones cheap. If the idea leans on lighting, effects, or sheer sprite count, v4 has changed what is affordable — see skills/phaser-fx/.


What to produce

End with something the user can act on, not a list of options:

  1. The concept, in one sentence with the hook visible.
  2. The scope call, with the time budget and what was cut to fit.
  3. The prototype, described concretely: what it contains, what it proves, how long it should take. Days.
  4. The named risk — the one thing most likely to sink it, and how the prototype tests it.
  5. The next step: /phaser-gdd to write the design document, or /phaser-new to scaffold and prototype immediately.

If the user brought several ideas, recommend one and say why. A ranked list is a way of avoiding the decision, and the decision is what they came for.


Prototype before designing

For anything longer than a jam, build the prototype before writing the GDD. A design document for a mechanic nobody has felt yet is fiction — you will write three pages about a jump that turns out to feel wrong.

The prototype answers one question: does the core mechanic feel good? Coloured rectangles are fine. No menu, no art, no audio, no save.

/phaser-new              # scaffold
# build the one mechanic
/phaser-playtest         # verify it actually runs

Then play it. If it is not fun with rectangles, art will not save it — and finding that out in three days instead of three months is the single highest-value thing this whole step produces.


Additional Resources

Reference Files
  • references/ideation-prompts.md — Structured generators for when the user is stuck: constraint prompts, mechanic inversions, genre mashups, and the questions that pull a vague feeling into a concrete mechanic.
  • references/scope-calibration.md — Worked scope breakdowns for real game shapes, with hour estimates by system, and the cut-list order when a project runs long.
Related
  • skills/phaser-gdd/ — the next step: turning an agreed concept into a design document
  • skills/phaser-init/references/template-archetypes.md — nine ready archetypes, useful both as starting points and as a sense of what each genre actually contains
  • skills/phaser-architect/ — technical architecture, once the design exists

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