Wednesday, 20 May 2026

Online IDEs for Phaser based Cloud Projects

When I first started out with JavaScript it was for fairly mundane uses- simple calculations of fields in HTML forms and the like. I didn't realise to begin with that it could do so much. It was only after seeing an example using the CANVAS tag that I started to explore and quickly came to find there were whole libraries dedicated to graphics and, by extension, games! 

I started to figure out how to work with these libraries and found Phaser to be a favourite amongst them. Working with Phaser was straightforward enough when I had access to my own system and tools, but if I was away from home and had downtime to tinker, I struggled to access those resources reliably. That is when I discovered cloud IDEs.

The good news is that the available options can be great. The bad news? They're not all made equal when it comes to game development specifically. Let's go through them. 

A quick note before we start...


Phaser is a JavaScript game framework that can handle 2D and 3D games in the browser, which means it plays nicely with online IDEs in a way that, say, a Python web server or a compiled language wouldn't. You can load Phaser from a CDN with a single script tag and have a running game in minutes. Of course, as with everything, game development has some specific needs -- asset loading, a live preview that actually runs your game loop, and enough horsepower to handle WebGL that not every online IDE handles gracefully. It is worth keeping that in mind as we look at some of the offerings.


The Phaser Sandbox (phaser.io/sandbox) 


This one's worth leading with because it's Phaser's own official online editor, and most people don't know it exists. The Phaser Sandbox is a free, browser-based code editor built specifically for Phaser. It runs directly on the Phaser website and comes pre-loaded with the latest version of Phaser -- currently updated for Phaser 4 -- so there's nothing to configure. You open it, you write code, your game runs in a preview panel. That's it. It's genuinely the fastest way to try something out. Testing a new mechanic, following along with a tutorial, sharing a bug reproduction with someone -- the Sandbox is perfect for all of that. You can save your work and share a link, which makes it especially useful for the Phaser community forums and Discord when you want to show someone what you're working on. 

The limits are also real though. This is a single-file editor. You're not managing a project with multiple scenes, separate asset files, or a proper folder structure. For anything beyond a self-contained example, you'll run into walls. 

Best for: Quick experiments, trying out the API, following tutorials, sharing examples with the community. 
Not great for: Actual game projects with multiple files and assets. 
Cost: Free. 


Phaser Editor (phaser.io/editor


This is the serious Phaser-specific tool and it deserves its own section. Phaser Editor is a dedicated visual IDE for building Phaser games. Version 5 just launched in 2026 with full Phaser 4 support, and it's a significant piece of software. The headline feature is the Scene Editor -- a visual layout tool where you drag game objects onto a canvas, set their properties, and the editor generates the corresponding Phaser source code for you. For anyone who has ever manually calculated pixel positions or wrestled with object configuration, this is a meaningful time save. It also includes a visual animation editor, an asset pack tool, prefab support for creating reusable objects and behaviors, and -- as of v5 -- built-in AI chat. You can bring your own API key for Claude, Gemini, or GPT and ask the editor to help write or explain code, which is a thoughtful integration given how well Phaser's API is understood by current language models. 

The technical side: Phaser Editor runs as a web-based IDE with a small backend server. You can run that server locally, on a private server, or use the cloud version at play.phasereditor2d.com. The cloud version has some limitations and is described as best suited for existing license holders, but it gets you up and running without installing anything. It is worth noting that Phaser Editor is an independent product -- it's made by Arian Fornaris and the Phaser Editor 2D team, not by Phaser Studio. The two projects work closely together and follow the same standards, but they're separate things. 

Best for: Serious Phaser game development, visual scene layout, projects that will grow beyond a handful of scenes. 
Not great for: Casual experimentation where the Sandbox is faster to reach. 
Cost: Paid (free trial available). The cloud version has a limited free tier. 


CodePen (codepen.io


CodePen is a long-standing favourite for front-end web experiments and it works fine for Phaser. You add the Phaser CDN link in the JS settings, write your game code in the JS panel, and the preview updates automatically. There's a healthy library of Phaser examples already on CodePen if you search for them. Where it fits well is quick, self-contained demos -- the same territory as the Phaser Sandbox, honestly, though CodePen has a bigger general community and is more likely to be where someone shares JavaScript projects that aren't specifically Phaser-focused. If you're writing a blog post or tutorial and want to embed a live runnable example, a CodePen is a reasonable choice. The limitations mirror the Sandbox: single-file editing, no project structure, asset loading can get awkward because you're hosting images somewhere else (usually linking to raw GitHub URLs or an image host). For anything beyond a small demo, it starts to feel constrained.

Best for: Sharing demos, embedding examples in tutorials, showing off simple effects. 
Not great for: Multi-file game projects, managing game assets. 
Cost: Free tier is generous. Pro plans add features like private pens and more storage. 


StackBlitz (stackblitz.com


StackBlitz is interesting for Phaser because it runs Node.js inside the browser via WebContainers, which means you can use a proper build setup -- Vite, for instance -- without any remote server. Phaser's official project templates support Vite, so you can actually work with a real development setup entirely in the browser. The experience is close to VS Code. You get a file tree, multiple files, a terminal panel, and a live preview. For a Phaser project of any real size, this is meaningfully better than CodePen or the Sandbox. You can structure your code properly, separate your scenes into different files, and work the way you'd work locally. The trade-off is that WebContainers, while clever, have some constraints. Very large asset files or complex native dependencies can cause issues. But for pure JavaScript/TypeScript Phaser development with a Vite or Webpack setup, it works well. Several Phaser templates and examples live on StackBlitz specifically because of how well it handles this use case. 

Best for: Multi-file Phaser projects in the browser, using build tools like Vite, TypeScript development. 
Not great for: Projects with heavy native dependencies or very large asset bundles. 
Cost: Free for public projects. Paid plans from $9/month. 


Replit (replit.com


Replit is the easiest to start with if you're completely new to all of this. Create a project, pick an HTML template, drop in a Phaser CDN link, start writing. The AI Agent can even scaffold a basic Phaser project for you from a description, which is genuinely useful if you're not sure how to structure things. For learning Phaser, Replit is a comfortable environment. The live preview, the ability to share your project with a link, and the lack of any setup friction all work in its favour. The collaboration features are also good -- if you're learning alongside someone else or want a teacher to look at your code, sharing a Replit is seamless. For production work or complex projects, Replit starts showing limits. The compute on the free plan is capped, the editor isn't as capable as VS Code, and there's some proprietary lock-in to Replit's deployment platform if you go that route. But as a place to learn the Phaser API and build small games, it's a solid choice. 

Best for: Learning Phaser, beginners, quick prototypes, collaborative learning. 
Not great for: Large or complex game projects, production deployment. 
Cost: Free tier available. Hacker plan at $7/month, Core at $20/month. 


So, which one? 


If you're just starting with Phaser: use the Phaser Sandbox. It's already loaded with the version of Phaser you want and there's nothing to figure out. When you outgrow it, you'll know. 

If you want to build a real game online: look at StackBlitz for code-first projects, or Phaser Editor if you want visual tools and a proper development environment. Phaser Editor is the more complete answer for serious game development -- the Scene Editor alone saves a lot of work.

If you're learning alongside tutorials or sharing your work: CodePen and Replit are both comfortable options. CodePen is better for embedding examples; Replit is better for collaborative learning. 

The Phaser Sandbox and Phaser Editor are the two tools built specifically for this framework, and they're worth knowing about. Everything else is a general-purpose environment that happens to support JavaScript -- which Phaser is, so they all technically work, but that's a different thing from being designed for it.

Saturday, 11 April 2026

Elemental Fusion Launched!

Well, as a surprise even to me, I went ahead and launched v1.0 of my game Elemental Fusion on Itch.io. I told myself that 2026 was the year that I would ship at least one game, and this was my first. The surprise came from decided to not let my vision of perfection stop me from achieving that goal, and I recognised that I was.


So what is Elemental Fusion?

Elemental Fusion is a retro-styled tile matching puzzle game, much like Candy Crush or Bejewelled, but with a chemistry inspired theme. You slide tiles, build matches and climb through the Periodic Table of Elements one level at a time.

Each level gives you a target element and a limited number of moves. As you play through creating matching lines (and other shapes), and can use chain reactions to upgrade tiles into heavier elements.

Only matches of the target element fill your test tube, so every move is about setting up the right sequence, not just clearing space.

As the campaign progresses, the board becomes more volatile. Burning tiles spread danger, frozen tiles lock up space, plasma and black holes clog the grid, and instability can push the whole board toward meltdown. The challenge is balancing clean setup, smart cascades, and survival under pressure.


Development

I created this game using the Phaser3 JavaScript engine, which is so awesome to work with and so feature-rich.

The the game itself utilises Phaser's primitive shape generation tools to build the graphics rather than using pre-designed sprite assets, as I wanted to avoid weird scaling issues between desktop and mobile sessions. I still do have some weird scaling issues to resolve but nothing that is a show-stopper for players right now.

I leveraged Phaser's shader features and included a set of visual FX that you can toggle on or off in the settings menu - these include scanlines, noise, ghosting and a CRT style look with a little vignette for good measure. I also used Phaser's particle emitter to add some sparkle to the tile matches, etc in-game which can also be toggled on/off in the settings.

For the music and sound I included the Zuper Zmall Zound Zynth (ZzFX) and Strudel libraries, both of which are super awesome too. Doing it this way meant I have control over the sounds and music dynamically and could introduce a rising BPM and additional instruments based on the status of the game - something I always loved about the iMuse system Lucasarts used in their classic adventure games.

I do have to declare that I got help with aspects of the development of this game from ChatGPT Codex. Whilst I have an understanding of JavaScript and even building rudimentary games in Phaser, some of the more complex stuff around tile matching patterns, etc I really struggled with, so I brought Codex into my toolset to help me get over that hurdle. I know that isn't to everyone's tastes, but I figured that I wanted to get something made, I needed help, and I'm not charging for it, so it's not doing any harm I guess.


What was my inspiration?

It was a moment of clarity whilst playing Block Blast and listening to The Rest Is Science podcast. I just had the idea suddenly about matching elements on a puzzle board and it all went from there.

I can highly recommend both Block Blast (very addictive, however the ads are a little intrusive) and The Rest is Science (also very addictive, as Michael and Hannah are just a joy to listen to!).


What is the plan now?

Well I've released v1.0 on Itch.io and I plan to continue tweaking the gameplay and supporting elements of the game. My biggest hang-up just before releasing this version was the music. I need to learn more about how Strudel works (because its feature-set is vast) to produce a much better set of scores for each scene in the game. At the moment they are.... workable.... but not great, I'll admit that. I'm no musician but I know what a good tune sounds like so I will keep plugging away on programming the beats until I hit on something that fits the theme of the game.

Beyond the music I do also have some other small tweaks I want to make, but I will keep these to the devlog on Itch (and perhaps BlueSky in a shorter format) if anyone is interested.

I do really hope you enjoy playing my game. I know its FAR from perfect, but I am kinda new to all of this so I'm finding my way as best I can, attempting to fulfil the dream of being a game dev I've had all my life since the days of BASIC on my Sinclair Spectrum.


Links to the tools I used

If you are interested in any of the tools I used to build this game, here are the links to their sites/repos:

Phaser - https://phaser.io/

ZzFX - https://killedbyapixel.github.io/ZzFX/

Strudel - https://strudel.cc/

Wednesday, 25 March 2026

Progress is Progress

Hey...

It's been yet another massive gap since my last post on here. I feel guilty for not posting more regularly, when behind the scenes lots of things are happening, but I guess my time is pretty finite given family life, my day job, etc...

Anyway, to get to the point, the biggest change from a technology standpoint is that I have been able to set up a proper "home lab" using a Lenovo M93P Tiny and Ubuntu Server. I installed Docker and have learnt how to setup separate stacks for different projects, and it's changed my whole development landscape!

I now have multiple little projects on the go, ranging from a "home operations" dashboard for me and my family to share to my attempt to build an alternative to Discord. 

I'm quite proud of all my projects so far, be them all in a state of incompleteness - remember, "Art is never finished, just abandoned" as my old mate Leo da Vinci once said. 

Gor's Tale

So, I have progressed Gor's Tale and am pivoting on a couple of the core mechanics so the game doesn't feel too boring or laborious without a decent payoff, but I have also been focusing on a new game idea called Elemental Fusion.

Elemental Fusion

Element Fusion is essentially a classic "match three" style game like Bejewelled but incorporates the Periodic Table of Elements. It was born from a moment of meshed inspiration- playing the enormously addictive Block Blast (trying to beat my wife's top score) and listening to The Rest Is Science hosted by mathematician Professor Hannah Fry and YouTuber Michael Stevens (Vsauce) - a highly recommended podcast by the way, go watch or listen!

The idea is that you start at the beginning of the Periodic Table and work your way through trying to bond together elements to make new ones, filling up the target meter. All the usual tropes are there- matching three tiles, matching four tiles, making crosses, etc, just with this scientific theme. I'm aiming for it to be reasonably based in reality but keeping the gaming aspect fun.

I'll be publishing the game, which will be compatible with mobile and desktop/table displays, on Itch.io here : https://gwarakgames.itch.io/elemental-fusion

Anyway, despite it being supremely quiet here on this blog (which I hope to change in time with a more regular posting schedule) things back in the "home lab" have been feverously progressing. I hope to share the fruits of my labours with you all soon!

Thanks for sticking with me :)

Matt

Saturday, 25 October 2025

And on it goes...

The more that timed has passed and I've not been able to dedicate any significant time to Gor's Tale the more I've realised that solo development is a hellish path to an uncertain dream. I'm not looking for accolades, or fame, or even money, I just want to prove to myself that I have the vision and ability to see a project through to the end and get it shipped. It did occur to me that some indie games have taken years to complete, but so many of these had such a larger and more complex scope than my game does, but of course the developers of those titles have more experience than me too, so I guess it's all relative.

In any case, I am trying to get back to it, and do think about the various aspects of the game, what I want to add and what I now want change having had time away to reflect on past decisions. I'll get there, but it isn't half frustrating when I do get a flutter of motivation but cannot get time in front of the screen.

Until the next time friends, peace out.

Tuesday, 10 June 2025

Actually Doing It - Creating Gor's Tale (Part 1)

I've been tinkering with programming, and in particular, game dev for years now. I've created countless prototypes, testing out key mechanics but never really building anything close to finished let alone polished enough for release.

This year I have decided to change that. 

Whilst working on a project my mind got to wondering how simple it would be to create a turn-based combat game using the Dungeons & Dragons 5E rules. Y'know what I mean - rolling a D20 for initiative, then rolling dice for hit and attack, picking types of attack, etc. Whilst prototyping something very rudimentary using ASCII characters as player and enemy placeholders, I really started getting stuck into the concept and Gor's Tale was born!


This is only a working title at the moment really, but I kinda like it. I have already upgraded the ASCII art to proper sprites and have decided to give the game a Sega Master System feel, so I'm using the original SMS screen resolution and colour palette. I will probably provide both keyboard and mouse input options as I am building this game using the PhaserJS framework meaning the game is HTML5 & Javascript and will run in a browser.

My early sprite work is basic as I am no artist, and Gor himself (an Orc with a club) is simple but usable. Currently I have a Giant Rat sprite as the placeholder for all my enemies, but that will change soon.

I'm using JSON to hold the D&D style stat blocks for all "actors" in the game and will be aiming to generally apply the same kind of logic to combat as is observed in the 5e rulebooks.

I'll post here from time to time about my progress with this but also following me on X and BlueSky to see smaller updates (and rants probably!) too.

You can find Gwarak Games on those platforms and more, here:

Twitter/X.Com Logo

https://x.com/GwarakGames

BlueSky Logo

https://bsky.app/profile/gwarakgames.bsky.social

Itch.Io Logo

https://gwarakgames.itch.io/

Friday, 27 December 2024

How time has flown

I can hardly believe it has been five months since I created this blog and the welcome message. Life is just so chaotic that I find myself pinballing between things constantly and before I know it months have past!

Anyway, I think I have an idea of what my first few posts will be about. It's programming related, directly in fact, however it's also me looking back at my life and remembering those moments that defined who I am and what I do today.

My first couple of memories, from when I was a young boy in the mid 1980s, focus on the venerable BBC range of microcomputers. A familiar system for anyone my age who went to school in the UK.

Stay tuned for those, coming up as soon as I can find five minutes to write them down. 🤣

Cheers for now.

Thursday, 25 July 2024

Hello, World!

The welcome post!


Yep, its the obligatory welcome post. I found it mildly amusing calling it "Hello, World!" (something I expect anyone who has attempted any type of programming will understand!) if not a tiny bit cringe.

Anyway, thanks for visiting my little blog. Over time you'll see posts about my random adventures in coding, updates on projects and anything else I feel might fit here.

My aim is to record any progress I make in the hope that it helps me stay on the rails with my tasks, but also maybe to help out others who are trying similar things. We'll see, I guess.

Enjoy your stay. I hope it doesn't suck.

Matt