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Browser game (Phaser) rules: AGENTS.md, CLAUDE.md & Cursor rules

Free to copy. File formats checked against the official docs on Oct 19, 2026 (sources).

Phaser games fall apart when the AI rewrites the game loop every time you ask for a new enemy. These rules keep it to one mechanic at a time, with a playable build after every step.

Stack these rules assume: Phaser 3 + Vite, JavaScript or TypeScript, runs in the browser. Different stack? Customize it in the generator.

Want the full step-by-step kit?

Tiny Game Builder Kit ($9): An agent brief, a one-page game design doc, and an 8-step prompt ladder with "stop and test" checkpoints: from an empty folder to a small, finished game you can share.

Get the kit for $9 on Gumroad → See what's inside

or get all 5 kits for $25 (save $14) →

One markdown file, instant download. 7-day refund, no questions asked.

Quick start

  1. Copy the AGENTS.md below into your project's root folder.
  2. Fill in the three [bracketed] lines under "Project". Delete any rule that doesn't fit.
  3. Start your first chat with: "Read AGENTS.md and follow it for this whole session."

AGENTS.md (works across tools)

Read by OpenAI Codex, Cursor, GitHub Copilot, Claude Code (when there's no CLAUDE.md) and many other agents.

AGENTS.md
# AGENTS.md: Browser game (Phaser)

Instructions for AI coding agents working on this project. Replace anything in [brackets].

## Project
- What it is: [one sentence: what you are building and who it is for]
- Stack: Phaser 3 + Vite, JavaScript or TypeScript, runs in the browser
- Version 1 only needs to: [the ONE thing it must do]

## Commands
- Create the project (official Phaser starter): `npm create @phaserjs/game@latest`
- Install: `npm install`
- Run locally: `npm run dev`
- Production build: `npm run build`

## Project rules
- Keep each scene in its own file under src/scenes/ (or wherever the starter put them). Don't merge scenes.
- Add one mechanic per task (movement, then jumping, then enemies). After each one, the game must still start and be playable.
- Put tunable numbers (speed, gravity, spawn rate, lives) in one config object at the top of the scene or in a config file.
- Load assets in preload() with clear keys. If an asset file is missing, use a colored rectangle placeholder and tell me.
- Use the Phaser version that's in package.json. Don't use Phaser 2/CE examples or APIs.
- Don't add a physics engine, state library, or framework unless I ask. Use Phaser's built-in Arcade Physics.

## How to work
- Do one task per request. If my request is really several tasks, list them and do only the first.
- Before writing code, give a 3-line plan: what you'll change, which files, and how I'll test it.
- Make the smallest change that works. Don't refactor, rename, or reformat code I didn't ask about.
- Ask before adding a dependency, deleting or moving files, changing the data/database structure, or touching more than 3 files.
- If you're not sure a library, API, or setting exists in the version we use, say so and check the installed package or the docs instead of guessing.
- Never say something works unless you ran it or I confirmed it. Report errors exactly.
- Secrets (API keys, tokens, passwords) live only in environment variables or a .env file listed in .gitignore. Never print, hardcode, or commit them.
- Never run destructive commands (rm -rf, git reset --hard, force-push, dropping tables) without asking first.

## Finish every task with
1. What changed (list the files).
2. How to run or test it in under a minute, and what I should see.
3. A suggested git commit message.

Want the full step-by-step kit?

Tiny Game Builder Kit ($9): An agent brief, a one-page game design doc, and an 8-step prompt ladder with "stop and test" checkpoints: from an empty folder to a small, finished game you can share.

Get the kit for $9 on Gumroad → See what's inside

or get all 5 kits for $25 (save $14) →

One markdown file, instant download. 7-day refund, no questions asked.

Why each rule exists

Use it as CLAUDE.md (Claude Code)

Pick one:

  1. Do nothing. Current Claude Code versions read AGENTS.md when the project has no CLAUDE.md. Run /memory in a session to check it loaded.
  2. Import it (best if you want Claude-only extras, or you're on an older Claude Code). Create CLAUDE.md next to AGENTS.md:
CLAUDE.md (imports AGENTS.md)
@AGENTS.md

## Claude Code
- Use plan mode before any change that touches more than 3 files.
  1. Claude only? Save the same AGENTS.md text as CLAUDE.md instead. Don't keep two separate copies; they drift apart.

Heads-up: if a project has both files and CLAUDE.md doesn't import AGENTS.md, Claude Code reads only CLAUDE.md by default. More in AGENTS.md vs CLAUDE.md.

Use it as Cursor rules (.cursor/rules/*.mdc)

Cursor reads AGENTS.md too, so the file above already works. If you prefer Cursor's own Project Rules, split it into two .mdc files. The .mdc extension and frontmatter are required; Cursor ignores plain .md files in .cursor/rules.

.cursor/rules/core.mdc
---
description: Project overview and working rules for Browser game (Phaser)
alwaysApply: true
---

# Browser game (Phaser)

Instructions for AI coding agents working on this project. Replace anything in [brackets].

## Project
- What it is: [one sentence: what you are building and who it is for]
- Stack: Phaser 3 + Vite, JavaScript or TypeScript, runs in the browser
- Version 1 only needs to: [the ONE thing it must do]

## Commands
- Create the project (official Phaser starter): `npm create @phaserjs/game@latest`
- Install: `npm install`
- Run locally: `npm run dev`
- Production build: `npm run build`

## How to work
- Do one task per request. If my request is really several tasks, list them and do only the first.
- Before writing code, give a 3-line plan: what you'll change, which files, and how I'll test it.
- Make the smallest change that works. Don't refactor, rename, or reformat code I didn't ask about.
- Ask before adding a dependency, deleting or moving files, changing the data/database structure, or touching more than 3 files.
- If you're not sure a library, API, or setting exists in the version we use, say so and check the installed package or the docs instead of guessing.
- Never say something works unless you ran it or I confirmed it. Report errors exactly.
- Secrets (API keys, tokens, passwords) live only in environment variables or a .env file listed in .gitignore. Never print, hardcode, or commit them.
- Never run destructive commands (rm -rf, git reset --hard, force-push, dropping tables) without asking first.

## Finish every task with
1. What changed (list the files).
2. How to run or test it in under a minute, and what I should see.
3. A suggested git commit message.

The project rules only attach when a matching file is in the chat (globs with alwaysApply: false). Want them on all the time? Change it to alwaysApply: true.

.cursor/rules/browser-game-phaser.mdc
---
globs: src/**/*.js, src/**/*.ts
alwaysApply: false
---

# Project rules: Browser game (Phaser)

- Keep each scene in its own file under src/scenes/ (or wherever the starter put them). Don't merge scenes.
- Add one mechanic per task (movement, then jumping, then enemies). After each one, the game must still start and be playable.
- Put tunable numbers (speed, gravity, spawn rate, lives) in one config object at the top of the scene or in a config file.
- Load assets in preload() with clear keys. If an asset file is missing, use a colored rectangle placeholder and tell me.
- Use the Phaser version that's in package.json. Don't use Phaser 2/CE examples or APIs.
- Don't add a physics engine, state library, or framework unless I ask. Use Phaser's built-in Arcade Physics.

Use either AGENTS.md or these .mdc files, not both, so you don't send the same rules twice. See Cursor rules vs AGENTS.md.

Related

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