I will not share the source code since it's embarrassingly bad (was basically how I learned JavaScript), but you can easily find it if you really want to.
I didn't try to build anything with Phaser, but I evaluated it a bit when trying to pick a game engine for a 2D web game.
The tech didn't impress me that much, but it also seemed like the most mature 2D game engine available in JS.
Notably, Phaser 4 was announced ~four years ago and was an attempt to get the project written natively in TypeScript. It looks pretty dead in the water - https://github.com/phaserjs/phaser and having a "best effort" TypeScript experience layered onto Phaser 3 via DefinitelyTyped didn't excite me.
Additionally, with browsers gaining support for WebGPU, I expect any game engine worth their snuff to begin rapidly adopting support for WebGPU. As best I can tell, any hope of Phaser supporting WebGPU is lumped into Phaser 4, so... not much to say there.
Overall, it was a little tough for me to tell if I was being overly critical and viewing a mature product as a ghost town, but that's the impression I took away from it.
As far as I can tell, BabylonJS is king in town for a TypeScript game engine, but its focus is 3D experiences. I didn't find an especially compelling 2D game engine. I ended up making a prototype using React + PixiJS + React-Pixi, but that was hardly an engine and had significant performance issues due to React's reconciler and GC.
Now I am building in Rust -> WASM with Bevy (https://github.com/MeoMix/symbiants). It's slow going, creating UI elements sucks right now, but the underlying tech is super solid and I feel good about what I write and what I learn even if I'm dismayed at the pace in which I am creating.
Realistically, if I started over, I would likely take my prototype as far as I could with PixiJS or Phaser. I'd write non-idiomatic TypeScript to appease GC and would avoid asking too much of React when working with <canvas />. Once I had a functioning game I'd consider rewriting it in a more performant language. It's been challenging to be 100% supportive of writing in Rust due to how much slower iterations are compared to JS/TS.
I didn't work on it sadly, but during a hackathon at Jet, one team made the Jet.com 404 page a simple game using Phaser. I ended up looking at the code and i was impressed at how straightforward it was to make a basic game with it.
Can confirm, made a game with this and it worked rather well for being a browser thing. Was quite happy this made it work nicely on any device, no compilation needed for mobile or so
It’s nothing spectacular, nor is it particularly well built, but it was a solution I successfully proposed as my first job at a local web development agency which was already half way done trying to build the seat map with HTML map and area tags.
I've made a couple toy projects with Phaser, after comparing other Javascript based 2d engines. Phaser is the most fully featured amongst them, and javascript game engines are great for any experienced web developer with minimal game development experience to make browser-based 2d games easily. Phaser specifically has many examples and docs to work from.
I even released it on Steam with some extra features. I made it free there too since it was selling barely anything after the first few months: https://store.steampowered.com/app/404700/Curvatron/
I will not share the source code since it's embarrassingly bad (was basically how I learned JavaScript), but you can easily find it if you really want to.