claude

lisa-phaser-cursor

Cursor variant — Phaser 4 rules and skills for TS game projects

6 on GitHubby Cody Swannv4.108.0MITupdated todayproductivity
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Plugin lisa-phaser-cursor from marketplace lisa in CodySwannGT/lisa. Commands read from the repo's manifest — today.

What it installs

Skills (8)

  • phaser-accessibility

    This skill should be used when making a Phaser 4 game accessible — honoring prefers-reduced-motion, pausing on window/tab blur, keyboard navigation and visible focus for menus, colorblind-safe palettes, and a screen-reader live region that announces game state through the DOM. Use it when building m

  • phaser-asset-pipeline

    This skill should be used when setting up or changing the build-time asset pipeline of a Phaser 4 game — packing raw art in assets/src into public/assets (free-tex-packer-core texture atlases, audiosprite audio sprites, BMFont bitmap fonts) and the codegen step that emits typed keys to src/assets.ts

  • phaser-asset-sourcing

    This skill should be used when a Phaser 4 game needs actual art or audio and none exists yet — deciding WHERE game art comes from before it can be packed. Covers the priority order (curated CC0 packs → deriving/editing CC0 art → asking the human for bespoke/paid work), the strict license gate (CC0-o

  • phaser-build-deploy

    This skill should be used when configuring the production build or deploying a Phaser 4 game — the Vite prod config (manualChunks to split the phaser vendor chunk, terser two-pass minification), content-hashed assets with immutable caching, the base path per host, vite-plugin-pwa (autoUpdate + globP

  • phaser-i18n

    This skill should be used when localizing a Phaser 4 game — a typed string catalog so no user-facing text is hardcoded, runtime locale switching that re-renders open text, interpolation/pluralization, and the BitmapText vs Text trade-offs (glyph coverage, RTL, CJK) localization forces. Use it when a

  • phaser-project-structure

    This skill should be used when creating, restructuring, or reasoning about a Phaser 4 game project — the game config, the Vite + TypeScript layout, the Boot → Preloader → MainMenu → Game scene flow, scale/resolution setup for desktop and mobile, and where code and assets belong. Use it before scaffo

  • phaser-services

    This skill should be used when wiring cross-cutting services and shared state in a Phaser 4 game — the typed registry wrapper for global state, a single dedicated EventsCenter bus (never game.events), the .on()/.off() listener discipline enforced in scene shutdown, SoundService (mobile audio unlock

  • phaser-testing

    This skill should be used when writing or designing tests for a Phaser 4 game — unit-testing pure game logic with Vitest, keeping logic Phaser-free so it tests without a browser, the Phaser.HEADLESS renderer for logic-only boots, asset-manifest coverage tests, and the CI runtime gates (boot smoke, a

Subagents (20)

  • accessibility-advocate

    Accessibility advocate persona agent. Critiques a Phaser game for players with visual, motor, cognitive, and auditory needs — colorblindness, remapping, reduced motion, text legibility, screen-reader support. Composes with the project's accessibility skill.

  • art-director

    Art director persona agent (opt-in). Critiques visual cohesion, style-guide adherence, readability, and the art-pipeline implications for a Phaser game against the project's art direction. Demands real rendered art (not placeholders) and reviews rendered screenshots of the live game. Reviews visual

  • audio-director

    Audio director / sound designer persona agent (opt-in). Critiques music, SFX, mix, and adaptive/feedback audio for a Phaser game against the project's audio direction. Composes with the asset (audiosprite) pipeline. Reviews audio design, not engine code.

  • combat-designer

    Combat / encounter designer persona agent (opt-in for combat-driven games). Critiques combat feel, encounter pacing, enemy/ability balance, and the numbers behind fights in a Phaser game. Reviews design, not engine code.

  • economy-designer

    Economy designer persona agent (opt-in for games with currencies/loot/crafting). Critiques currencies, sinks/faucets, drop tables, pricing, and progression economy health in a Phaser game. Reviews design, not engine code.

  • game-designer

    Game/systems designer persona agent. Critiques a Phaser game's core loop, mechanics, balance, progression curves, and player-motivation model from a systems-design seat. Reviews the design, it does not write engine code.

  • game-feel-specialist

    Game-feel / "juice" specialist persona agent. Critiques moment-to-moment tactile feedback for a Phaser game — hitstop, screenshake, easing, particles, audio-visual cues, input responsiveness. Reviews feel, not engine code.

  • level-designer

    Level/world/quest designer persona agent. Critiques spatial layout, pacing, encounter placement, critical path vs. optional content, and navigability for a Phaser game. Reviews the design, not the engine code.

  • localization-manager

    Localization manager persona agent (opt-in for multi-language games). Critiques string externalization, i18n-readiness, text expansion, and culturalization for a Phaser game. Composes with the project's i18n skill. Reviews localization-readiness, not engine code.

  • marketing-strategist

    Marketing / community persona agent. Critiques a Phaser game for its hook, trailer-ability, storefront/wishlist appeal, discoverability, and shareability. Asks "what's the 10-second pitch of this screen." Market-facing lens, not engineering.

  • monetization-designer

    Monetization / live-ops designer persona agent (opt-in; off for premium/offline games). Critiques the business model, retention loops, store/IAP design, and fairness for a Phaser game. Reviews monetization design, not engine code.

  • narrative-designer

    Narrative designer/writer persona agent. Authors and critiques story, dialogue, lore, and character voice for a Phaser game, keeping everything consistent with the canon in the narrative wiki. Generator and critic.

  • onboarding-advocate

    New-player / onboarding advocate persona agent. Critiques the first-session experience of a Phaser game — tutorialization, cognitive load, the first 15 minutes, and the "I'm lost" moments. Reviews the new-player experience, not engine code.

  • player-advocate

    Player advocate persona agent. Critiques a Phaser game from the moment-to-moment "is this actually fun to play right now" seat — friction, clarity, reward feel, and frustration. Speaks for the person holding the controller.

  • producer

    Producer / project-manager persona agent. Critiques scope, dependency ordering, cut decisions, and the smallest shippable slice for a Phaser game. Protects the schedule and the critical path; does not write engine code.

  • product-analyst

    Product analyst persona agent (opt-in for games that ship telemetry). Critiques what to measure in a Phaser game — KPIs, funnels, drop-off points, and the telemetry to instrument — composing with the project's telemetry/analytics service. Reviews measurement design, not engine code.

  • publisher

    Publisher / executive-producer persona agent. Critiques a Phaser game from the "should this exist and will it succeed" seat — market fit, scope vs. budget vs. timeline, ROI, and milestone gating. Business lens, not engineering.

  • qa-playtester

    QA / exploratory playtester persona agent. Hunts edge cases, soft-locks, sequence breaks, and "what if I do the dumb thing" failures in a Phaser game by reasoning about how players actually misbehave. Behavioral testing, distinct from unit-test authorship.

  • target-player

    Target-player persona agent. Loads the game's audience archetypes from the wiki and role-plays each one, reacting to the game as that specific player would. The role is generic; the archetypes are project data.

  • ux-ui-designer

    UX/UI designer persona agent. Critiques menus, HUD, information architecture, controls, and feedback for a Phaser game from a usability seat. Composes with the project's accessibility skill. Reviews design, not engine code.

View source on GitHub

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