What problem does it solve? Phaser 4 game developers often struggle with scheduling time-based events correctly, hitting off-by-one errors with repeat counts, forgetting that Timelines start paused, or misusing timeScale when building slow-motion effects and cutscenes. ## Core Features & Use Cases - TimerEvent Management: Create one-shot delayed calls, finite repeating timers, and infinite loops via the scene Clock with full control over pause, removal, and reset. - Timeline Sequencing: Choreograph cutscenes mixing callbacks, tweens, sounds, property sets, and custom events using absolute (at) or relative (from, in) timing. - Time Control: Apply per-scene or per-timer time scaling for slow motion and fast forward, and read precise progress and remaining-time state from any timer. - Use Case: Build an enemy spawner that fires every 3 seconds, pause it during a menu, then run a scripted intro cutscene with tweens and sound cues before gameplay starts. ## Quick Start Ask the AI to create a Phaser 4 scene timer that spawns an enemy every two seconds and a timeline that plays an intro cutscene with a tween and sound.