Overview
Web Games loads the two disciplines of browser game engineering into your agent: game architecture (fixed-timestep loops, scenes, entities, collision) and web-specific survival (GC discipline, audio unlock, tab lifecycle, load budgets). The core file carries fifteen non-negotiables and two decision frameworks (how much physics engine you need, and the stutter triage); ten reference files go deep on the canonical game loop, Phaser, raw Canvas 2D rendering, physics and collision, input with forgiveness systems, tilemaps via Tiled/LDtk, WebAudio, the juice catalog implemented in code, performance and asset pipelines, and shipping with versioned saves. It implements what the game-design rune prescribes.
What it grants
- 01The canonical loop: fixed timestep, clamped delta, interpolated render — identical gameplay at 60 and 144Hz
- 02Stack sizing: vanilla canvas for jams, Phaser for games, hand-rolled AABB before physics engines
- 03Phaser doctrine: parallel UI scenes, arcade physics feel kit, pooling groups, and the bug bestiary
- 04Collision craft: axis-separated resolution, spatial hashing, tunneling fixes, hitbox-hurtbox asymmetry
- 05Input as engineering: device-to-action mapping, buffering and coyote time as code, gamepad and touch done natively
- 06Tilemap pipelines: LDtk/Tiled as the source of truth, chunked pre-rendering, tile-grid broadphase for free
- 07WebAudio without tears: the unlock gesture, a real mixer in 100 lines, vertical music layering, pitch-varied SFX
- 08The juice catalog in code: trauma-model screenshake, hitstop, tweens with the five-easing kit, pooled particles
- 09GC discipline and pooling: zero per-frame allocations, verified in the heap timeline
- 10Shipping: versioned saves with migrations, the visibility trio, itch.io/Poki/Steam-via-Tauri paths
Try it like this
agent> Build this platformer the web-games way — fixed timestep, buffered jumps with coyote time, pooled particles, and saves that survive updates.