Prompts that build playable games.
28votes
1answers
3.2kviews

Prompt for a Snake game that actually feels juicy, not just a grid crawler

Every AI-generated Snake I've seen is technically correct and completely lifeless: a square that jumps one cell per tick with zero feedback. I wanted the arcade-cabinet feeling in a single HTML file.
27votes
2answers
2.8kviews

One prompt for a convincing CRT / arcade shader overlay on a canvas game

I wanted my pixel games to look like they're running on an old arcade monitor, not a crisp modern LCD. Most AI attempts gave me faint horizontal lines and called it a CRT, which fools nobody. Asking f
22votes
1answers
4.6kviews

How I prompt a platformer jump that feels like Celeste, not like a brick

The single biggest reason AI platformers feel bad is the jump. You get gravity, you get a jump impulse, and it's stiff and unforgiving. The magic is all the invisible assists that pro platformers ship
21votes
0answers
4.2kviews

Three.js solar system with orbit controls from a single prompt - sharing what finally worked

Getting a correct-feeling solar system out of one prompt is surprisingly hard: you either get planets orbiting at the same speed or a camera stuck inside the sun. This prompt gets the scale relationsh
18votes
1answers
2.4kviews

Prompt for procedural roguelike dungeons that don't have unreachable rooms

Doing a small browser roguelike at 2am and the generated dungeons kept producing rooms with no doors or whole sections cut off from the start. Classic naive procedural gen. Asking for "random rooms an
16votes
1answers
5.3kviews

Prompt that makes Claude generate a playable Snake game with juice and screen shake

Most snake-game prompts give you a joyless gray grid. I wanted arcade feel: particles, screen shake, an actual difficulty curve. After a lot of trial and error the prompt below consistently produces a
15votes
1answers
1.7kviews

Prompt for a Sokoban with guaranteed-solvable procedural puzzles

Sokoban is easy to render and brutal to generate: random box/goal placement gives you puzzles that are either trivial or literally unsolvable (a box shoved into a corner it can never leave). I wanted
14votes
1answers
2.0kviews

Asteroids prompt with real thrust inertia and screen wrap that doesn't pop

Wanted a proper Asteroids: momentum-based ship, thrust and rotation, bullets, splitting rocks. The tricky feel bits are the inertia (you drift, you don't stop instantly) and seamless screen wrap so ob
13votes
1answers
1.6kviews

Verlet rope and cloth prompt that stays stable instead of exploding

I love verlet integration for cheap 2D physics, but every quick AI version I got would look great for two seconds and then the cloth would violently explode as constraints fought each other. The naive
12votes
2answers
2.0kviews

Breakout prompt where the bricks shatter and the ball leaves a trail

I've built Breakout a hundred times and it's always the same flat rectangles blinking out of existence. This time I wanted the destruction to feel physical: bricks that crack, shatter into shards, and
12votes
0answers
1.5kviews

Getting a local model to one-shot a Flappy clone with tuned, fair difficulty

I wanted to see how far a local open-weight model could get on a full playable game in one prompt, no follow-ups. Flappy Bird is a good test: simple, but the pipe gap and spacing tuning is what makes
8votes
0answers
962views

Match-3 prompt with cascading combos and juice that reads at a glance

Match-3 is deceptively hard to make feel good. My first AI version detected matches and removed gems instantly, so the board just blinked and refilled with no sense of chain reaction. Dead. The naive
8votes
1answers
1.9kviews

System prompt for a WebAudio chiptune sound engine I can reuse across games

I kept re-generating one-off beep functions for every game jam and they all sounded thin and clicky. I wanted one reusable sound engine module I could drop into any canvas game with named SFX and a li
6votes
0answers
905views

Prompt for a tower defense with a wave curve that ramps without a difficulty wall

Built a tower defense in a hackathon and the enemy waves were either trivial or a sudden brick wall on wave 6. The balance was hand-tuned garbage. I tried to get the model to design the wave spawner a
6votes
0answers
1.2kviews

Endless runner prompt with procedural obstacles that stay fair as speed ramps

Made a Canabalt-style one-button endless runner and the procedural obstacle spawner kept generating impossible sequences: two gaps back to back with no room to land, or a wall the instant you couldn't