What problem does it solve? Building a Phaser game inside a Harness workspace has non-obvious rules: the pane is a WKWebView that ignores keyboard input until clicked, the Vite dev server reloads scenes directly, and progress is reported through a verdict script. This Skill explains the workspace layout and these constraints so the game actually runs and responds. ## Core Features & Use Cases - Workspace Layout: Defines where files go (index.html, vite.config.mjs, src/main.js, src/scenes/, src/touch.js, public/) and that node_modules is a symlink that must never be reinstalled. - Keyboard Focus Gate: Requires every game to open on a click-to-play title scene, since the webview receives no key events before a pointer click. - Procedural Art: Shows how to generate textures with the Graphics API and generateTexture instead of shipping asset files, with flat fills only. - Verdict Workflow: Runs verdict.py after every change to write .harness/verdict.json with Write, Build, and Play phases. - Use Case: When asked to create a new platformer in a Harness Phaser workspace, scaffold the title gate scene, add on-screen touch controls, draw sprites procedurally, and run the verdict to confirm the build passes. ## Quick Start Create a new Phaser game in this Harness workspace with a click-to-play title screen, keyboard and touch controls, and run the verdict script to verify it builds.