llms.txt
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− > debuff is an open-source TypeScript toolkit for small 2D web games (jams, instant-play portals, prototypes). It's web-standard (WebGL2 with Canvas 2D fallback, ES modules), lean (the starter game is 12.9 kB brotli), and built so AI agents can play, inspect and test the game while a human keeps creative control.− - Docs: https://debuff.jp/docs/getting-started · Agent guide: https://debuff.jp/docs/agents− - debuff: the game toolkit (most of this file).− - spryte: the 2D renderer inside debuff, also a standalone MIT package (`npm install spryte`) for any web app. https://debuff.jp/spryte/− - Keiko: deterministic logic tests for web games, any engine. https://debuff.jp/keiko/− - Myaku: a frame profiler that explains stutter, any engine. https://debuff.jp/myaku/− - plonk: game music written as text and synthesized with Web Audio, any engine (`npm install plonkjs`). https://debuff.jp/plonk/− - Works inside Phaser, and has migration guides from PixiJS and Phaser. Docs: https://debuff.jp/spryte/ · Benchmarks: https://debuff.jp/benchmarks · API: https://debuff.jp/api/spryte/ · Migrating from PixiJS: https://debuff.jp/spryte/migrating-from-pixijs · Inside Phaser: https://debuff.jp/spryte/inside-phaser− - `npm run build` writes a static site to `dist/` (any static host, itch.io as an HTML zip). Production builds show a short "made with debuff" splash: pass `splash: false` to `new Game()` for Poki, which forbids splash screens. Portals also forbid links out of the game and other ad systems. Guide: https://debuff.jp/docs/publishing− - Docs: https://debuff.jp/keiko/ · Engine recipes: https://debuff.jp/keiko/engines · API: https://debuff.jp/keiko/api− - Docs: https://debuff.jp/myaku/ · Verdicts: https://debuff.jp/myaku/verdicts · API: https://debuff.jp/myaku/api− - `new Player().play({ bpm, instruments, sections, order })` from `plonkjs`. Docs: https://debuff.jp/plonk/ · Playground: https://debuff.jp/plonk/playground · API: https://debuff.jp/plonk/api− - Why debuff (comparison with raw canvas): https://debuff.jp/docs/why− - How debuff compares with Phaser, PixiJS, KAPLAY, Excalibur and Godot for coding agents: https://debuff.jp/blog/coding-agents-and-browser-game-engines− - Walkthrough, building a game with Claude Code: https://debuff.jp/blog/build-a-game-with-claude-code− - Every guide, blog post and research article has a Japanese version under https://debuff.jp/ja/ (same paths with a /ja prefix, e.g. https://debuff.jp/ja/docs/getting-started). The API reference is English only.+ > debuff is an open-source TypeScript framework for small 2D web games (jams, instant-play portals, prototypes). It's web-standard (WebGL2 with Canvas 2D fallback, ES modules), lean (the starter game is 12.9 kB brotli), and built so AI agents can play, inspect and test the game while a human keeps creative control.+ - Setting up from nothing, with any agent: https://debuff.jp/skill.md (an Agent Skill: Node, a project, the MCP server for Claude Code, Codex, Gemini CLI, Cursor, VS Code or Windsurf, and `debuff doctor` when something fails).+ - Docs: https://debuff.jp/docs/getting-started.md · Agent guide: https://debuff.jp/docs/agents.md+ - debuff: the game framework (most of this file).+ - spryte: the 2D renderer inside debuff, also a standalone MIT package (`npm install spryte`) for any web app. https://debuff.jp/spryte/index.md+ - Keiko: deterministic logic tests for web games, any engine. https://debuff.jp/keiko/index.md+ - Myaku: a frame profiler that explains stutter, any engine. https://debuff.jp/myaku/index.md+ - plonk: game music written as text and synthesized with Web Audio, any engine (`npm install plonkjs`). https://debuff.jp/plonk/index.md+ - Works inside Phaser, and has migration guides from PixiJS and Phaser. Docs: https://debuff.jp/spryte/index.md · Benchmarks: https://debuff.jp/benchmarks.md · API: https://debuff.jp/api/spryte/ · Migrating from PixiJS: https://debuff.jp/spryte/migrating-from-pixijs.md · Inside Phaser: https://debuff.jp/spryte/inside-phaser.md+ - `npm run build` writes a static site to `dist/` (any static host, itch.io as an HTML zip). Production builds show a short "made with debuff" splash: pass `splash: false` to `new Game()` for Poki, which forbids splash screens. Portals also forbid links out of the game and other ad systems. Guide: https://debuff.jp/docs/publishing.md+ - Docs: https://debuff.jp/keiko/index.md · Engine recipes: https://debuff.jp/keiko/engines.md · API: https://debuff.jp/keiko/api.md+ - Docs: https://debuff.jp/myaku/index.md · Verdicts: https://debuff.jp/myaku/verdicts.md · API: https://debuff.jp/myaku/api.md+ - `new Player().play({ bpm, instruments, sections, order })` from `plonkjs`. Docs: https://debuff.jp/plonk/index.md · Playground: https://debuff.jp/plonk/playground.md · API: https://debuff.jp/plonk/api.md+ - Why debuff (comparison with raw canvas): https://debuff.jp/docs/why.md+ - How debuff compares with Phaser, PixiJS, KAPLAY, Excalibur and Godot for coding agents: https://debuff.jp/blog/coding-agents-and-browser-game-engines.md+ - Walkthrough, building a game with Claude Code: https://debuff.jp/blog/build-a-game-with-claude-code.md+ - Every guide, blog post and research article has a Japanese version under https://debuff.jp/ja/index.md (same paths with a /ja prefix, e.g. https://debuff.jp/ja/docs/getting-started.md). The API reference is English only.