phaser-brainstorm
Helps you come up with a game idea and figure out if it's actually fun to build.
Installation
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--- name: phaser-brainstorm description: This skill should be used when the user asks to "brainstorm a game idea", "help me come up with a game", "I want to make a game but don't know what", "is this game idea any good", "what should I build", "refine my game concept", "scope this idea down", "what genre fits", "help me pick a game to build", "turn this idea into something buildable", or arrives with a vague concept that needs shaping before a GDD can be written. version: 0.7.0 --- # 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: | Question | Why 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 hook | A 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. | Scope | Realistic for | Content | |---|---|---| | **Weekend / jam** | One mechanic, executed cleanly | 1 scene type, 1–2 enemies, 3–5 levels or endless | | **1–2 weeks** | One mechanic plus progression | Menu, gameplay, game-over, 8–12 levels, save | | **1–2 months** | A small complete game | 3–4 mechanics, 20+ levels or procedural, audio, polish | | **3–6 months** | A commercial small game | Full 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: | Work | Share of the project | |---|---| | Core mechanic | 20% | | Menus, settings, saves, pause, transitions | 25% | | Content — levels, enemies, balancing | 30% | | Audio, juice, polish | 15% | | Bugs, platform issues, release | 10% | 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 this | Keep this | |---|---| | Number of levels, enemies, weapons | The one thing that makes it interesting | | Multiplayer | Feel and responsiveness | | Story, cutscenes, voice | The core loop | | Procedural generation | Working save/load | | Multiple endings | An 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. ```bash /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
Ships with 2 supporting files:
- references/ideation-prompts.md
- references/scope-calibration.md
Mirrored from the author's public source. Install counts from the open skills registry.