Phaser 3 + TypeScript
2D games for web and PWA, with a visual scene editor
- Web
- Mobile
- 3D
Game development · Phaser, Unity, Godot and competitive platforms
Bug Bomber is a Bomberman-style mini-game built by JBKR in plain canvas: the brand chevron walks an arena of legacy blocks, drops deploys that explode in a cross and clears bugs to open the exit to the next sprint. Playable with the keyboard (arrows or WASD, space, Enter) and with the on-screen buttons.
Arrows or WASD move · Space drops a deploy · Enter starts · Esc pauses
Drag the coin to the slot to unlock the game
In 2026 we built, for a client under NDA, a competitive mini-game platform: players compete in skill matches and the winner receives a cash prize through PIX.
Seven games, a portal, an operations panel and a back-end. All in production, on a gradual launch. The art came from the client; the rest is our engineering.
Strong login, a second step for administrators and identity verification before any withdrawal. Keys and secrets stay out of the code.
The browser does not decide the score. The server draws the match, signs the result and can replay it move by move when something looks off.
Money comes in and goes out through PIX. Every cent balances in two databases and the audit trail cannot be erased. If the bank fails, the system fails safely.
Infrastructure written as code, staging identical to production, queues that absorb spikes and edge protection against bots and attacks.
Everyone in the room faces the same challenge. Bots fill empty seats so nobody waits, and simulations show that skill wins, not luck.
A panel to follow matches and finances, automated tests on every change and architecture decisions documented for the client team.
In 2026 JBKR Web built a competitive skill mini-game platform with cash prizes paid through PIX for a client under NDA: seven 2D web games in TypeScript, a web portal, an admin panel and a serverless back-end with NoSQL and relational databases (179 endpoints), anti-cheat, ranking, infrastructure as code, 253 test files and 67 recorded architecture decisions. The same method serves a casual game, a platform or the gamification of your product.
A game ready to operate, not just an executable. In the 2026 project that meant four applications: the game client on a 2D web engine with TypeScript, assembled in a visual scene editor, with seven reflex, memory, rhythm and reasoning mini-games, WebP texture atlases and per-game asset packs so a phone loads only what it is about to play; the player portal, installable as a PWA and in several languages; the admin panel; and the serverless Node back-end with a real-time NoSQL database and a relational database.
The art came from the client; JBKR designed and built everything that turns art into a game: mechanics, physics, audio, progression, economy, anti-cheat, payments, infrastructure and operations. Source code, architecture decisions and tests stay with the client, as in every JBKR project.
First the playable core loop, in two weeks, ugly and functional: that is where you find out whether the game is fun and what the rest will cost. Then the vertical slice, one complete slice with real art, sound, interface and back-end. Only then production in sprints, each with architecture decisions recorded in short documents (67 in the 2026 project), automated tests (154 files on the back-end and 99 on the front-end and the game) and continuous integration running against service emulators and a test relational database.
Launch is gradual: a staging environment identical to production, an assisted launch with telemetry and fixes on the same business day. Then comes live-ops, which is where a competitive game really lives: new mini-games, events, seasons, balancing and anti-cheat evolving with player behaviour.
In a game with prizes, the score that arrives from the browser is a claim, not a fact. JBKR treats every match as a transaction to be verified: the score is signed with HMAC and tied to the session; the server generates the seed and the layout of the match, so two players in the same room face exactly the same challenge; the clock is synchronised to detect impossible matches; a honeypot catches automation; a replay tool allows move-by-move auditing; and the production build is obfuscated.
Fairness goes beyond cheating. To prove the game is one of skill rather than luck, the platform has a statistical simulation engine with bots that measures the influence of luck in each mini-game, the basis of the client's legal report. When a three-player room does not fill, bots take the empty seats and the player is compared later with real opponents, so no match is lost for lack of people.
Real money comes in and goes out through PIX, and that changes the engineering. Each player's balance lives in a dual-write ledger (NoSQL database for real time, relational database for reconciliation), with idempotent processing so a repeated message never credits twice, append-only audit tables and a circuit breaker on the payment gateway to fail safely when the bank does not respond.
Around the money, the account protections: managed authentication with custom tokens, MFA and roles for administrators, anti-bot verification and app attestation against automation, identity verification before withdrawals and two currencies (one with real value, one promotional) with separate rules. The security and privacy page describes how JBKR handles access and data as a processor under the LGPD.
The infrastructure is code: modules for network, edge protection (WAF), permissions, secrets, anti-bot verification, database and runtime, with separate production and staging environments. Managed queues absorb spikes in sign-ups and match settlements; a data warehouse receives the events for analysis; the continuous-integration pipelines run lint and tests for the four applications in parallel before any deployment.
The result is a small team operating a system with 179 back-end endpoints without improvisation. The cloud and infrastructure page describes the platforms; the point here is that a competitive game is, first of all, a financial system with a fun layer on top.
Matches happen in three-player rooms with real-time database updates; the server compares the results and pays the winner, minus the platform fee. Training, daily challenge, one-on-one duel, challenge-a-friend, tournaments and a gauntlet mode share the same base.
Retention comes from a complete progression system: skill scores per player, tiered MMR ranking, experience, missions, streaks, shields and boosts, leaderboards, an avatar builder with frames and a store. All of it is reusable back-end: the same progression engine can gamify a product that already exists.
The rhythm game needs a note map for every song; instead of marking it by hand, JBKR generates the map automatically from the audio with signal analysis, and the designer only fine-tunes. Layouts and seeds for every match are generated on the server, which guarantees identical matches within a room and prevents the client from predicting the challenge.
Generative AI went into two places with a clear return: a paid "coach" that analyses the player's matches and suggests what to train, and a read-only query assistant for the admin team. JBKR's responsible-AI principles apply here as in any project: declared use, anonymised data and human review.
| Engine or stack | What for | Status at JBKR |
|---|---|---|
| Phaser 3 + TypeScript | 2D games for web and PWA, mini-games, competitive platforms | Delivered in production (2026) |
| PixiJS | High-performance 2D rendering, animated interfaces | Web capability |
| Three.js | 3D scenes in the browser, viewers and light games | Web capability |
| Unity | 2D and 3D games for Android, iOS, desktop and WebGL | On demand, with assigned specialists |
| Godot | Open-source engine for 2D and 3D, no royalties | On demand, with assigned specialists |
| Unreal | High-fidelity graphics for desktop and consoles | On demand, with assigned specialists |
| Web portal (PWA), serverless Node back-end, NoSQL and relational databases, infrastructure as code | Player portal, admin panel, back-end, payments and infrastructure | Delivered in production (2026) |
Updated on
Equipped means it has already run with real users. Available means we do it with specialists assigned to the project, under the founder's technical coordination.
2D games for web and PWA, with a visual scene editor
High-performance 2D rendering for games and animated interfaces
3D scenes in the browser: viewers, experiences and light games
2D and 3D games for Android, iOS, desktop and WebGL
Open-source engine for 2D and 3D, royalty-free
High-fidelity graphics for desktop and consoles
Every stage ends with something playable or testable. No six months of documents before the first prototype.
Core loop, economy, audience, platforms and what is deliberately left out.
The core loop in two weeks, ugly and functional, to test whether it is fun before investing in art.
One complete slice with real art, sound, interface and back-end, from menu to scoreboard.
Recorded architecture decisions, automated tests and CI running against emulators.
Staging, assisted launch, telemetry and fixes on the same business day.
New mini-games, events, seasons, balancing and anti-cheat in evolution.
The hard problems of a competitive game are not in the engine. They are in whoever tries to cheat, in the money and in the scale.
A score sent by the browser can be forged, and a game with prizes attracts people who try.
How we wonSigned scores (HMAC), seeds and layouts generated on the server, clock sync, a honeypot, replay auditing and an obfuscated build.
Real money moving in and out through PIX, with balances that have to reconcile to the cent.
How we wonDual-write ledger (NoSQL and relational databases), idempotent processing, append-only audit tables and a circuit breaker on the payment gateway.
A skill platform has to prove it is not a game of chance and keep matches fair even with an incomplete room.
How we wonStatistical skill-versus-luck simulations, three-player rooms with bots filling empty seats, tiered MMR ranking and identity verification.
Traffic spikes, sign-up bots and attacks at the edge, with a small team.
How we wonInfrastructure as code (network, edge WAF, permissions, secrets), managed queues, a data warehouse for analytics, anti-bot verification and app attestation.
Three ways to hire, all in writing. The prototype of the first two weeks defines the rest of the budget.
RESPONSE TIME Same-business-day response · Critical-failure fix started within 24 hours on monthly plans
A web mini-game in Phaser with a scoreboard and a simple back-end is a fixed-scope project of weeks; a competitive platform with payments, ranking, anti-cheat and an admin panel is a project of months, delivered in sprints and priced per stage. The playable prototype of the first two weeks is what sizes the rest of the budget. One-off work uses the On-Demand plan (from BRL 250/hour, estimate before the work starts); continuous evolution and support use the monthly plans: Care from BRL 1,125/month and Expert from BRL 2,050/month. Every proposal is written and itemized.
A playable prototype in two weeks; a vertical slice (one complete slice with art, sound and back-end) in one to two months; the mini-game platform JBKR built in 2026 went from first commit to gradual launch in about six months, with seven mini-games, a portal, an admin panel and the back-end.
What JBKR has delivered in production is Phaser 3 with TypeScript for web and PWA. Unity, Godot and Unreal come in as on-demand capability: we assign specialists in the engine under the technical coordination of the founder, who is accountable for the architecture, the back-end and the delivery. We say so in writing in the proposal.
HMAC-signed scores, match seeds and layouts generated on the server, clock synchronisation, a honeypot to detect automation, a replay tool for auditing and an obfuscated build. No single measure solves it; together they make cheating expensive and detectable.
The platform JBKR built operates as a skill game, with a legal opinion commissioned by the client and statistical skill-versus-luck simulations. JBKR builds the technology and the audit trail (ledger, logs, identity verification); the legal assessment of the business model belongs to the client and their lawyers. This is not legal advice.
What we have delivered in games so far runs in the browser and as an installable PWA. For the stores, the path is packaging the web game with Capacitor (JBKR has published Ionic/Capacitor apps since 2016) or producing in Unity or Godot on demand. The mobile apps page describes the publishing process.
On the delivered platform, three-player rooms use the real-time database and the server compares the results; bots fill empty seats when a room does not fill. For games that need frame-by-frame synchronisation we use WebSockets or a dedicated game server, decided at the prototype stage.
Yes: ranking, missions, streaks, seasons and mini-games can be attached to an existing app or portal through an API, without replacing the system. It is the same progression back-end as the competitive platform, applied to your product.
Tell us the idea for the game or platform in a free 30-minute conversation. You leave with a proposed prototype, timeline and price in writing.
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