Most advice about prompts is theory. These are the actual prompts behind games you can play on this site, with notes on why each one worked.
What a good game prompt contains
- The verb. What does the player do?
- The loss condition. A run needs to end.
- Scoring and speed. How it gets harder.
- Controls on every device. Mouse, keyboard and touch, spelled out.
- Constraints. Single file, no libraries, no external requests.
- Look and feel. A few concrete words beat "make it look good".
Real example 1
Make a one-button orbital survival game. A small moon orbits a star in the centre of the canvas. Holding the pointer pushes the moon outward, releasing lets gravity pull it back in. Stardust spawns at varying radii; collect it to score. Drifting asteroids cross the screen and end the run on contact, and so does touching the star. Speed ramps up slowly. Neon-on-dark look, glow via shadowBlur, best score saved.
Why it works: one input, one way to die, a scoring pickup, and a clear look. Nothing in it needs a second screen.
Real example 2
Make a spot-the-odd-one-out game on a grid of procedurally drawn canvas icons (shapes, faces, tiny animals made from primitives). One icon in each grid has a subtle error: a missing limb, wrong colour, mirrored, extra eye. Grid grows from 3x3 to 6x6 over levels. 60 second timer, correct taps add 2 seconds, wrong taps remove 5. Score by speed. Playful 'AI got it wrong' flavour text between rounds.
Why it works: it describes a loop that scales (a growing grid), gives exact numbers for the timer, and adds a piece of personality in the flavour text.
Real example 3
Make an idle/clicker game. Clicking a glowing chip earns FLOPs. Shop has at least 10 upgrades (GPU, cooling, intern, cluster, data centre, fusion reactor...) with scaling costs and per-second output, plus a few one-off boosts. Offline progress calculated on return (capped at 8 hours). Autosave to localStorage, big-number formatting (K, M, B, T...), subtle particle feedback on click, a reset button with confirmation done inside the page (no alert/confirm). Funny flavour text ticker.
Why it works: it lists concrete features (at least ten upgrades, offline progress, autosave) and bans a common annoyance by name: no pop-up dialogs.
A fill-in template
Make a [genre] browser game. The player [verb] using [controls on keyboard, mouse and touch]. [Scoring rule]. The run ends when [loss condition]. It gets harder by [how]. Single HTML file, no external libraries or requests, canvas, works on phones. Include a start screen, pause, game over with best score saved, and a quick restart. Look: [colours, mood], big readable score.
Prompt smells
- "Make it fun." Fun is the result, not an instruction. Describe the loop.
- No loss condition. The assistant will invent one you don't like.
- "Add everything." Pick three features.
- No device mention. You'll get a mouse-only game.
Ready to try? Start with the beginner guide, then browse the other 15 original prompts on our game pages.
Questions people ask
Where can I read more real game prompts?
Every original game on this site publishes its exact prompt on its page.
How long should a game prompt be?
A short paragraph. Enough to cover the verb, the loss condition, controls and constraints.
Can I reuse these prompts?
Yes. They are published so you can adapt them. Change the verb and the loss condition and you have a different game.
Keep reading
- How to Make a Game With AI: A Beginner Guide
You can have a playable game in an afternoon. Here is the route that works, the mistakes that waste a weekend and how to put the result online for free.
- Can AI Make a Game From One Prompt? We Tried
Every game we publish came from a single written brief and one build pass. Here is the honest scorecard.
- Best AI Tools for Making Games: A Plain Comparison
There is no single winner. The right tool depends on how big your game is and how much you want to see the code.