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<title>debuff blog</title>
<link>https://debuff.jp/blog/</link>
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<description>Making 2D browser games with debuff: coding agents, engine comparisons, guides and history.</description>
<language>en</language>
<item><title>Introducing Myaku: a frame profiler that tells you why your web game stutters</title><link>https://debuff.jp/blog/introducing-myaku</link><guid>https://debuff.jp/blog/introducing-myaku</guid><pubDate>Sun, 18 Oct 2026 00:00:00 GMT</pubDate><description>myaku watches every frame your web game draws, finds the hitches players feel, and explains each one in plain words: your script and where, garbage collection, GPU uploads, shader compiles or browser throttling. One import, any engine.</description></item>
<item><title>three.js frame drops: catching shader-compile stutter and texture uploads with Myaku</title><link>https://debuff.jp/blog/three-js-frame-drops-shader-compile-stutter</link><guid>https://debuff.jp/blog/three-js-frame-drops-shader-compile-stutter</guid><pubDate>Sun, 18 Oct 2026 00:00:00 GMT</pubDate><description>Why does a three.js scene stutter the first time something appears? Shader compiles, texture uploads and garbage collection, found and explained per frame by myaku, a free frame profiler for web games.</description></item>
<item><title>Why does my Phaser game stutter? Finding frame drops with Myaku</title><link>https://debuff.jp/blog/why-does-my-phaser-game-stutter</link><guid>https://debuff.jp/blog/why-does-my-phaser-game-stutter</guid><pubDate>Sun, 18 Oct 2026 00:00:00 GMT</pubDate><description>Find out why a Phaser 3 or Phaser 4 game drops frames: which scene's update is slow, texture uploads, shader compiles, garbage collection or the browser. One import with myaku, a free frame profiler for web games.</description></item>
<item><title>Why does my PixiJS game stutter? Finding frame drops with Myaku</title><link>https://debuff.jp/blog/why-does-my-pixijs-game-stutter</link><guid>https://debuff.jp/blog/why-does-my-pixijs-game-stutter</guid><pubDate>Sun, 18 Oct 2026 00:00:00 GMT</pubDate><description>Find out why a PixiJS 8 game drops frames: ticker updates versus rendering, texture uploads, garbage collection or the browser. myaku hooks into Pixi automatically, with one import.</description></item>
<item><title>Build a game with Claude Code and debuff</title><link>https://debuff.jp/blog/build-a-game-with-claude-code</link><guid>https://debuff.jp/blog/build-a-game-with-claude-code</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>A hands-on walkthrough: set up a debuff game with Claude Code, flag a moment and have the agent reproduce it with game_replay, tune params, and verify with scenarios and fuzz.</description></item>
<item><title>Coding agents and browser game engines: how debuff compares</title><link>https://debuff.jp/blog/coding-agents-and-browser-game-engines</link><guid>https://debuff.jp/blog/coding-agents-and-browser-game-engines</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>What a coding agent can actually do in debuff (MCP, live attach, notes, replays, scenarios, fuzz) and what Phaser, PixiJS, KAPLAY, Excalibur and Godot offer agents today.</description></item>
<item><title>debuff vs Babylon.js: a 2D toolkit and a full 3D engine</title><link>https://debuff.jp/blog/debuff-vs-babylonjs</link><guid>https://debuff.jp/blog/debuff-vs-babylonjs</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and Babylon.js compared for browser games: 2D versus 3D, built-in tools like the Playground and Inspector, physics, download size, testing and coding-agent support.</description></item>
<item><title>debuff vs Cocos Creator for web games</title><link>https://debuff.jp/blog/debuff-vs-cocos-creator</link><guid>https://debuff.jp/blog/debuff-vs-cocos-creator</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and Cocos Creator compared: a TypeScript toolkit versus a TypeScript engine with an editor, web and mobile builds, testing and coding-agent support.</description></item>
<item><title>debuff vs Construct 3: code-first toolkit or browser-based editor?</title><link>https://debuff.jp/blog/debuff-vs-construct-3</link><guid>https://debuff.jp/blog/debuff-vs-construct-3</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and Construct 3 compared for 2D browser games: event sheets versus TypeScript, pricing and free-tier limits, HTML5 export, testing and coding-agent support.</description></item>
<item><title>debuff vs Defold for 2D web games</title><link>https://debuff.jp/blog/debuff-vs-defold</link><guid>https://debuff.jp/blog/debuff-vs-defold</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and Defold compared for 2D browser games: Lua and an editor versus TypeScript, HTML5 export, licensing, testing and coding-agent support.</description></item>
<item><title>debuff vs Excalibur: comparing two TypeScript game engines for the web</title><link>https://debuff.jp/blog/debuff-vs-excalibur</link><guid>https://debuff.jp/blog/debuff-vs-excalibur</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and Excalibur.js compared for 2D browser games: built-in features, size, testing tools and coding-agent support, with where Excalibur is ahead.</description></item>
<item><title>debuff vs GameMaker for 2D browser games</title><link>https://debuff.jp/blog/debuff-vs-gamemaker</link><guid>https://debuff.jp/blog/debuff-vs-gamemaker</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and GameMaker compared for 2D games on the web: GML and an IDE versus TypeScript, HTML5 and GX.games exports, pricing, testing and AI tooling.</description></item>
<item><title>debuff vs GDevelop: two open-source ways to make browser games</title><link>https://debuff.jp/blog/debuff-vs-gdevelop</link><guid>https://debuff.jp/blog/debuff-vs-gdevelop</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and GDevelop compared: code versus no-code events, built-in AI agent versus bring-your-own coding agent, publishing, testing and pricing.</description></item>
<item><title>debuff vs Godot for browser games</title><link>https://debuff.jp/blog/debuff-vs-godot</link><guid>https://debuff.jp/blog/debuff-vs-godot</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and Godot's web export compared for 2D browser games: editor, features, web export constraints, testing and coding-agent support, and when to use each.</description></item>
<item><title>debuff vs KAPLAY: two small toolkits for 2D browser games</title><link>https://debuff.jp/blog/debuff-vs-kaplay</link><guid>https://debuff.jp/blog/debuff-vs-kaplay</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and KAPLAY (the successor to Kaboom.js) compared: API style, size, playground, testing and coding-agent support, and when each fits.</description></item>
<item><title>debuff vs LittleJS: two small engines for browser games</title><link>https://debuff.jp/blog/debuff-vs-littlejs</link><guid>https://debuff.jp/blog/debuff-vs-littlejs</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and LittleJS compared: features, size, jam friendliness, procedural sound, level editing, testing and coding-agent support.</description></item>
<item><title>debuff vs melonJS: comparing two open-source HTML5 game engines</title><link>https://debuff.jp/blog/debuff-vs-melonjs</link><guid>https://debuff.jp/blog/debuff-vs-melonjs</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and melonJS compared for 2D browser games: renderers, Tiled support, physics, size, testing and coding-agent support.</description></item>
<item><title>debuff vs Phaser: which should you use for a 2D browser game?</title><link>https://debuff.jp/blog/debuff-vs-phaser</link><guid>https://debuff.jp/blog/debuff-vs-phaser</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and Phaser compared for 2D web games: features, maturity, editor, bundle size, testing and coding-agent support, with where Phaser is the better pick.</description></item>
<item><title>debuff vs PICO-8 and TIC-80: fantasy consoles and web toolkits</title><link>https://debuff.jp/blog/debuff-vs-pico-8-and-tic-80</link><guid>https://debuff.jp/blog/debuff-vs-pico-8-and-tic-80</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>How fantasy consoles PICO-8 and TIC-80 compare with debuff for small browser games: creative constraints, built-in editors, sharing, web export and testing.</description></item>
<item><title>debuff vs PixiJS vs Phaser: which 2D web game engine should you pick?</title><link>https://debuff.jp/blog/debuff-vs-pixijs-vs-phaser</link><guid>https://debuff.jp/blog/debuff-vs-pixijs-vs-phaser</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>An honest comparison of debuff, PixiJS and Phaser for 2D browser games: what each is, bundle size, rendering speed, tooling and AI agent support.</description></item>
<item><title>debuff vs PixiJS: a renderer or a game toolkit?</title><link>https://debuff.jp/blog/debuff-vs-pixijs</link><guid>https://debuff.jp/blog/debuff-vs-pixijs</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and PixiJS compared for 2D browser games: what each includes, measured sprite throughput, bundle size, testing and coding-agent support.</description></item>
<item><title>debuff vs three.js: when a 3D library is the wrong tool for a 2D game</title><link>https://debuff.jp/blog/debuff-vs-threejs</link><guid>https://debuff.jp/blog/debuff-vs-threejs</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and three.js compared for browser games: a 3D rendering library versus a 2D game toolkit, size, game features, testing and coding-agent support.</description></item>
<item><title>debuff vs Unity for browser games</title><link>https://debuff.jp/blog/debuff-vs-unity-web</link><guid>https://debuff.jp/blog/debuff-vs-unity-web</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>debuff and Unity's Web platform compared for 2D browser games: editor and ecosystem, web build constraints, WebGPU status, pricing, testing and AI agent support.</description></item>
<item><title>Flash games and the portal era: what browser games inherited</title><link>https://debuff.jp/blog/flash-games-and-the-portal-era</link><guid>https://debuff.jp/blog/flash-games-and-the-portal-era</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>How Flash and portals like Newgrounds, Miniclip, Kongregate and Armor Games shaped browser games, how Flash ended, how its games are preserved, and what HTML5 games carry on.</description></item>
<item><title>Introducing Keiko: fast, deterministic tests for web games</title><link>https://debuff.jp/blog/introducing-keiko</link><guid>https://debuff.jp/blog/introducing-keiko</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>keiko runs your real web game in Node with no browser, on a virtual clock, so you can test timing, motion and rules in milliseconds. It works with Phaser, PixiJS, KAPLAY, Excalibur, three.js and debuff.</description></item>
<item><title>How to make a browser game with an AI coding agent</title><link>https://debuff.jp/blog/make-a-browser-game-with-an-ai-coding-agent</link><guid>https://debuff.jp/blog/make-a-browser-game-with-an-ai-coding-agent</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>Build a 2D browser game with Claude Code or another coding agent. The agent can play the game, read its state and check its own changes, and the creative calls stay with you.</description></item>
<item><title>How to make a pixel-art platformer in the browser</title><link>https://debuff.jp/blog/pixel-art-platformer-in-the-browser</link><guid>https://debuff.jp/blog/pixel-art-platformer-in-the-browser</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>Make a 2D pixel-art platformer that runs in any browser: tilemaps from Tiled or LDtk, crisp pixels, and a jump that feels good thanks to coyote time and jump buffering.</description></item>
<item><title>How to test a Phaser game without a browser</title><link>https://debuff.jp/blog/test-a-phaser-game-without-a-browser</link><guid>https://debuff.jp/blog/test-a-phaser-game-without-a-browser</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>Write fast, deterministic tests for a Phaser 4 game with keiko: run the real game in Node, hold keys, click, and check movement and timing, with no browser.</description></item>
<item><title>Testing game feel: assert on rules, not frames</title><link>https://debuff.jp/blog/testing-game-feel</link><guid>https://debuff.jp/blog/testing-game-feel</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>How to write game tests that survive tuning: measure time-to-condition with until, check invariants with during, trace motion over time, and sweep params, with keiko.</description></item>
<item><title>Testing a game with deterministic replays and fuzzing</title><link>https://debuff.jp/blog/testing-games-with-replays-and-fuzzing</link><guid>https://debuff.jp/blog/testing-games-with-replays-and-fuzzing</guid><pubDate>Sat, 17 Oct 2026 00:00:00 GMT</pubDate><description>Games are hard to test, but deterministic games aren't. How a fixed-step clock and seeded RNG enable scenario tests, exact replays and fuzz playtesting for 2D web games.</description></item>
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