{"slug": "phaser", "name": "Phaser", "category": "dev-libs", "category_name": "Libraries and frameworks", "description": "", "recommenders": 4, "commenters": 8, "warners": 0, "score": 4.468, "rising": -1.31, "first": "2025-11-21", "latest": "2026-09-26", "why": "I have found out that it is very efficient to use phaser.js/three.js for fast, vibe coding", "why_is_quote": true, "has_verdict": false, "sentiment": {"recommend": 4, "neutral": 4, "compare": 0, "warn": 0}, "spark": [1, 0, 0, 0, 3, 0, 0, 0, 0, 0, 0, 0], "listed": true, "loved": [], "caveat": "", "short_quote": "I have found out that it is very efficient to use phaser.js/three.js for fast, vibe coding", "icon": true, "domain": "phaser.io", "github_repo": null, "official_url": "https://phaser.io", "pricing": "", "aliases": ["Phaser"], "verdict": null, "praise": [{"label": "", "summary": "", "quotes": [{"id": 757128561, "item_id": 47320535, "url": "https://news.ycombinator.com/item?id=47320535", "by": "nachocoll", "date": "2026-03-10", "stance": "recommend", "quote": "anything with strong conventions and heavy LLM training data (Godot, Phaser, Love2D) will work better", "excerpt": "Interesting question that highlights a broader challenge with vibe coding in any domain: the choice of framework matters less than having clear architectural boundaries that guide what the AI generates. The comment about games needing play-testing and visualization is spot on. What's worth adding is that this is actually a general principle \u2014 vibe coding works best when you have explicit architecture upfront constrai", "context": "", "use_case": "vibe coding games", "switched_from": "", "story": "Ask HN: What game engine would you recommend for vibe coding?"}, {"id": 757091922, "item_id": 47318245, "url": "https://news.ycombinator.com/item?id=47318245", "by": "vunderba", "date": "2026-03-09", "stance": "recommend", "quote": "Love2D, Phaser, etc., would all be solid options.", "excerpt": "Just a heads up, it's highly unlikely you're going to be able to get away with pure vibe coding (as defined by Karpathy) for game dev. There's just no way around the fact that games need a lot of play-testing and visualization, all of which is difficult to capture discrete unit tests. Many of the games I've released using an agentic CLI (OpenCode) would have been absolutely impossible to vibe code. That being the cas", "context": "has released games", "use_case": "vibe-coded game development", "switched_from": "", "story": "Ask HN: What game engine would you recommend for vibe coding?"}, {"id": 756898529, "item_id": 47306158, "url": "https://news.ycombinator.com/item?id=47306158", "by": "ycosynot", "date": "2026-03-09", "stance": "recommend", "quote": "I have found out that it is very efficient to use phaser.js/three.js for fast, vibe coding", "excerpt": "Nobody will read this and the game is not ready, BUT maybe one of you can check it out and tell me what you think. It is called ZAEL. It is a mage arena web app (smartphone/Desktop), played from 1 to 4 players, no login, easy to share a link to invite people into your game, whatever the platform. It is no install, no bullshit. Just click and play https://www.zael.app I have found out that it is very efficient to use ", "context": "", "use_case": "vibe coding web games", "switched_from": "", "story": "Ask HN: What Are You Working On? (March 2026)"}, {"id": 736088176, "item_id": 46005511, "url": "https://news.ycombinator.com/item?id=46005511", "by": "tuzemec", "date": "2025-11-21", "stance": "recommend", "quote": "I tried something in that direction[1] using Phaser[2], and it was quite fun.", "excerpt": "Nice! A couple of years ago, I tried something in that direction[1] using Phaser[2], and it was quite fun. I used Tiled Editor[3] to create the map and some pixel art that I purchased from itch.io. [1] - https://story.tuzemec.com (not very mobile friendly) [2] - https://phaser.io [3] - https://www.mapeditor.org/", "context": "", "use_case": "browser RPG game", "switched_from": "", "story": "Making a Small RPG"}]}], "caveats": [], "who": [{"by": "vunderba", "context": "has released games", "url": "https://news.ycombinator.com/item?id=47318245", "date": "2026-03-09"}, {"by": "nickponline", "context": "game author", "url": "https://news.ycombinator.com/item?id=46662400", "date": "2026-01-17"}], "tags": [], "use_cases": ["game development", "building puzzle game", "vibe coding games", "vibe-coded game development", "vibe coding web games", "game framework"], "compared": [{"slug": "godot", "name": "Godot", "co": 2, "switched_from": 0, "switched_to": 0}, {"slug": "love2d", "name": "Love2D", "co": 2, "switched_from": 0, "switched_to": 0}, {"slug": "unity", "name": "Unity", "co": 2, "switched_from": 0, "switched_to": 0}], "makers": [], "threads": [{"url": "https://news.ycombinator.com/item?id=47318148", "title": "Ask HN: What game engine would you recommend for vibe coding?", "mentions": 2}, {"url": "https://news.ycombinator.com/item?id=49855018", "title": "One Month Without AI", "mentions": 1}, {"url": "https://news.ycombinator.com/item?id=48702104", "title": "Show HN: Starglyphs - A constellation puzzle game based on Euler paths", "mentions": 1}, {"url": "https://news.ycombinator.com/item?id=47303111", "title": "Ask HN: What Are You Working On? (March 2026)", "mentions": 1}, {"url": "https://news.ycombinator.com/item?id=47282777", "title": "I'm 60 years old. Claude Code has ignited a passion again", "mentions": 1}, {"url": "https://news.ycombinator.com/item?id=46662399", "title": "Speed Miners \u2013 A tiny RTS resource mini-game", "mentions": 1}], "sentiment_by_month": {"2025-11": {"recommend": 1}, "2025-12": {}, "2026-01": {"neutral": 1}, "2026-02": {}, "2026-03": {"neutral": 1, "recommend": 3}, "2026-04": {}, "2026-05": {}, "2026-06": {"neutral": 1}, "2026-07": {}, "2026-08": {}, "2026-09": {"neutral": 1}, "2026-10": {}}, "quotes": [{"id": 797705010, "item_id": 49856563, "url": "https://news.ycombinator.com/item?id=49856563", "by": "Jare", "date": "2026-09-26", "stance": "neutral", "quote": "I stopped writing my own engines and used Unity, Unreal Engine, Phaser, Godot...", "excerpt": "- I started programming games in z80 back in 1983. I've had several periods of 1-2 years in my professional career where I have not programmed anything; at best I've still guided others (as lead or producer) and at worst nothing at all, not even looked at code (as director). It all came back every time I went back to the trenches. The question in my mind is, what do \"AI-native\" engineers have that they can come back ", "context": "", "use_case": "game development", "switched_from": "", "story": "One Month Without AI"}, {"id": 779261920, "item_id": 48703870, "url": "https://news.ycombinator.com/item?id=48703870", "by": "telman17", "date": "2026-06-27", "stance": "neutral", "quote": "I used Phaser to build it.", "excerpt": "Thanks, I used Phaser to build it. The nebula textures are exported from art I did in Photoshop using some galaxy brushes from brusheezy. It has a few dozen color palettes that it chooses at random that are used for the connections and the final nebula art.", "context": "", "use_case": "building puzzle game", "switched_from": "", "story": "Show HN: Starglyphs - A constellation puzzle game based on Euler paths"}, {"id": 757128561, "item_id": 47320535, "url": "https://news.ycombinator.com/item?id=47320535", "by": "nachocoll", "date": "2026-03-10", "stance": "recommend", "quote": "anything with strong conventions and heavy LLM training data (Godot, Phaser, Love2D) will work better", "excerpt": "Interesting question that highlights a broader challenge with vibe coding in any domain: the choice of framework matters less than having clear architectural boundaries that guide what the AI generates. The comment about games needing play-testing and visualization is spot on. What's worth adding is that this is actually a general principle \u2014 vibe coding works best when you have explicit architecture upfront constrai", "context": "", "use_case": "vibe coding games", "switched_from": "", "story": "Ask HN: What game engine would you recommend for vibe coding?"}, {"id": 757091922, "item_id": 47318245, "url": "https://news.ycombinator.com/item?id=47318245", "by": "vunderba", "date": "2026-03-09", "stance": "recommend", "quote": "Love2D, Phaser, etc., would all be solid options.", "excerpt": "Just a heads up, it's highly unlikely you're going to be able to get away with pure vibe coding (as defined by Karpathy) for game dev. There's just no way around the fact that games need a lot of play-testing and visualization, all of which is difficult to capture discrete unit tests. Many of the games I've released using an agentic CLI (OpenCode) would have been absolutely impossible to vibe code. That being the cas", "context": "has released games", "use_case": "vibe-coded game development", "switched_from": "", "story": "Ask HN: What game engine would you recommend for vibe coding?"}, {"id": 756898529, "item_id": 47306158, "url": "https://news.ycombinator.com/item?id=47306158", "by": "ycosynot", "date": "2026-03-09", "stance": "recommend", "quote": "I have found out that it is very efficient to use phaser.js/three.js for fast, vibe coding", "excerpt": "Nobody will read this and the game is not ready, BUT maybe one of you can check it out and tell me what you think. It is called ZAEL. It is a mage arena web app (smartphone/Desktop), played from 1 to 4 players, no login, easy to share a link to invite people into your game, whatever the platform. It is no install, no bullshit. Just click and play https://www.zael.app I have found out that it is very efficient to use ", "context": "", "use_case": "vibe coding web games", "switched_from": "", "story": "Ask HN: What Are You Working On? (March 2026)"}, {"id": 756572561, "item_id": 47285785, "url": "https://news.ycombinator.com/item?id=47285785", "by": "nicoloren", "date": "2026-03-07", "stance": "neutral", "quote": "I use Claude Code to make it with Phaser", "excerpt": "Same here! I'm working on a simple game and I use Claude Code to make it with Phaser, and I am not a game dev. I used Claude to plan it (with a chat for 3 hours), it made a document to describe everything I wanted in the game (the spec). Next I use Claude Code to implement every aspect of the game step by step. I didn't know the framework Phaser, but after each step I review the code and learn a lot. I don't think I ", "context": "", "use_case": "game framework", "switched_from": "", "story": "I'm 60 years old. Claude Code has ignited a passion again"}, {"id": 746598400, "item_id": 46662400, "url": "https://news.ycombinator.com/item?id=46662400", "by": "nickponline", "date": "2026-01-17", "stance": "neutral", "quote": "I used Phaser at the game library (first time using it).", "excerpt": "I've always loved RTS games and wanted to make a game similar for a long time. I thought I'd just try and build a mini / puzzle game around the resource gathering aspects of an RTS. Objective: You have a base at the center and you need to mine and \"refine\" all of the resources on the map in as short a time as possible. By default, the game will play automatically, but not optimally (moving and buying upgrades). You c", "context": "game author", "use_case": "building a browser game", "switched_from": "", "story": "Speed Miners \u2013 A tiny RTS resource mini-game"}, {"id": 736088176, "item_id": 46005511, "url": "https://news.ycombinator.com/item?id=46005511", "by": "tuzemec", "date": "2025-11-21", "stance": "recommend", "quote": "I tried something in that direction[1] using Phaser[2], and it was quite fun.", "excerpt": "Nice! A couple of years ago, I tried something in that direction[1] using Phaser[2], and it was quite fun. I used Tiled Editor[3] to create the map and some pixel art that I purchased from itch.io. [1] - https://story.tuzemec.com (not very mobile friendly) [2] - https://phaser.io [3] - https://www.mapeditor.org/", "context": "", "use_case": "browser RPG game", "switched_from": "", "story": "Making a Small RPG"}]}