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Get Started Free →Web browser game development. Framework selection (Phaser, PixiJS, Kaplay, Canvas/WebGL, Three.js, Babylon.js), hybrid DOM+canvas, WebGPU, optimization, PWA, audio unlock. Use when building HTML5/WebGL/WebGPU games or choosing a browser runtime.
.claude/skills/sickn33-web-games/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-07 | ✗→✓ | ▲ Improved | 22% | 0% |
| case-01 | ✗→✓ | ▲ Improved | -22% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 10% | 0% |
| case-13 | ✗→✓ | ▲ Improved | 9% | 0% |
| case-18 | ✗→✓ | ▲ Improved | -15% | 0% |
> Framework selection and browser-specific principles. For stack choice details see game-development/engine-selection.
What type of game?
│
├── 2D Game
│ ├── Full game engine features? → Phaser 4
│ ├── Fast prototype / jam? → Kaplay
│ ├── Raw rendering power? → PixiJS 8
│ └── Tiny / no dependency? → Raw Canvas / WebGL
│
├── 3D Game
│ ├── Full engine (physics, XR)? → Babylon.js
│ └── Rendering focused? → Three.js
│
├── Hybrid (DOM UI + canvas moments)
│ └── Custom shell + guest viewport
│ (Canvas/Kaplay/Phaser/Pixi inside a region/modal)
│
└── Narrative-first
└── Ink (inkjs) or Twine export + DOM host| Framework | Type | Best For | |-----------|------|----------| | Raw Canvas / WebGL | 2D / low-level | Small scope, full control | | Kaplay | 2D toolkit | Rapid prototypes | | Phaser 4 | 2D engine | Full game features | | PixiJS 8 | 2D renderer | Rendering, custom systems | | Three.js | 3D renderer | Visualizations, lightweight 3D | | Babylon.js | 3D engine | Full engine, XR |
Use when chrome is HTML (menus, inventories, text, dashboards) but bursts of play need a canvas:
Do not let the guest own global app routing unless the product is a full-screen game.
| Browser | Support | |---------|---------| | Chrome | ✅ Since v113 | | Edge | ✅ Since v113 | | Firefox | ✅ Since v131 | | Safari | ✅ Since 18.0 | | Total | ~73% global |
navigator.gpu| Constraint | Strategy | |------------|----------| | No local file access | Asset bundling, CDN | | Tab throttling | Pause when hidden (visibilitychange) | | Mobile data limits | Compress assets | | Audio autoplay | Require user interaction |
| Type | Format | |------|--------| | Textures | KTX2 + Basis Universal (or WebP/PNG for simple 2D) | | Audio | WebM/Opus (fallback: MP3) | | 3D Models | glTF + Draco/Meshopt |
| Phase | Load | |-------|------| | Startup | Core assets, <2MB | | Gameplay | Stream on demand | | Background | Prefetch next level |
Benefits: offline play, install, fullscreen, optional push. Requirements: service worker, web app manifest, HTTPS.
AudioContext on first click/tap| ❌ Don't | ✅ Do | |----------|-------| | Load all assets upfront | Progressive loading | | Ignore tab visibility | Pause when hidden | | Block on audio load | Lazy load audio | | Skip compression | Compress everything | | Assume fast connection | Handle slow networks | | Leave canvas engines running off-screen | Tear down guests |
> Remember: Browser is the most accessible platform. Respect its constraints.
Use when building HTML5/WebGL/WebGPU games, choosing a browser runtime, or wiring hybrid DOM+canvas guests.
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-02 | fail→fail | 44,365 | 29,838 | -33% | 1 | 1 | 0% | 7,461 | 6,267 | -16% | 0 | 0 | — |
case-07 | fail→pass | 18,738 | 14,683 | -22% | 1 | 1 | 0% | 2,926 | 3,565 | +22% | 0 | 0 | — |
case-17 | pass→pass | 12,558 | 8,494 | -32% | 1 | 1 | 0% | 2,142 | 2,574 | +20% | 0 | 0 | — |
case-01 | fail→pass | 33,046 | 34,783 | +5% | 1 | 1 | 0% | 5,583 | 4,339 | -22% | 0 | 0 | — |
case-03 | fail→pass | 18,271 | 28,330 | +55% | 1 | 1 | 0% | 2,896 | 3,194 | +10% | 0 | 0 | — |
case-04 | pass→pass | 13,872 | 5,193 | -63% | 1 | 1 | 0% | 2,288 | 1,961 | -14% | 0 | 0 | — |
case-05 | pass→pass | 17,085 | 9,601 | -44% | 1 | 1 | 0% | 2,782 | 2,736 | -2% | 0 | 0 | — |
case-06 | pass→pass | 15,967 | 7,490 | -53% | 1 | 1 | 0% | 2,509 | 2,393 | -5% | 0 | 0 | — |
case-08 | pass→pass | 17,775 | 12,164 | -32% | 1 | 1 | 0% | 2,779 | 2,836 | +2% | 0 | 0 | — |
case-09 | fail→fail | 22,368 | 18,147 | -19% | 1 | 1 | 0% | 3,313 | 3,933 | +19% | 0 | 0 | — |
case-10 | pass→pass | 9,740 | 8,072 | -17% | 1 | 1 | 0% | 1,676 | 2,566 | +53% | 0 | 0 | — |
case-11 | pass→pass | 13,347 | 12,018 | -10% | 1 | 1 | 0% | 2,220 | 3,151 | +42% | 0 | 0 | — |
case-12 | pass→pass | 15,960 | 14,176 | -11% | 1 | 1 | 0% | 2,613 | 3,291 | +26% | 0 | 0 | — |
case-13 | fail→pass | 16,287 | 12,021 | -26% | 1 | 1 | 0% | 2,701 | 2,945 | +9% | 0 | 0 | — |
case-14 | pass→pass | 9,639 | 6,948 | -28% | 1 | 1 | 0% | 1,691 | 2,265 | +34% | 0 | 0 | — |
case-15 | fail→fail | 14,616 | 10,829 | -26% | 1 | 1 | 0% | 2,274 | 2,880 | +27% | 0 | 0 | — |
case-16 | fail→fail | 15,277 | 10,978 | -28% | 1 | 1 | 0% | 2,443 | 2,885 | +18% | 0 | 0 | — |
case-18 | fail→pass | 18,776 | 7,816 | -58% | 1 | 1 | 0% | 2,937 | 2,495 | -15% | 0 | 0 | — |
case-19 | pass→pass | 13,707 | 10,378 | -24% | 1 | 1 | 0% | 2,221 | 3,065 | +38% | 0 | 0 | — |
case-20 | pass→pass | 15,319 | 12,692 | -17% | 1 | 1 | 0% | 2,342 | 3,154 | +35% | 0 | 0 | — |
case-21 | pass→pass | 20,140 | 16,372 | -19% | 1 | 1 | 0% | 3,731 | 3,958 | +6% | 0 | 0 | — |
case-22 | pass→pass | 21,960 | 17,347 | -21% | 1 | 1 | 0% | 3,300 | 3,822 | +16% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted. The headline lift of +23 percentage points is the difference between those two pass rates over the 22 comparable cases.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.