Game Prototype Builder · a Claude Code prompt

Make the game you've always wanted. You make the calls.

Describe your idea. Claude Code interviews you, writes a one-page plan you approve, builds a playable prototype, tests it, and asks you to play it before it polishes. Build it as a browser game you can play and share today, or as a project in your engine: Godot, Unity, Unreal or GameMaker.

You stay in control. The AI is only ever there to assist. It doesn't decide what your game is: every important choice comes back to you as options, and nothing gets built until you say go.

The prompt is almost ready. Get one email when it launches:

Play the 8 prototypes it made ↓ Or try its interview first ↓
Illustration: a game idea sketched on paper becomes code in an editor, then a playable game on a laptop and a phone.

Eight prototypes. One prompt. Eight different people's calls.

Each game below was built by Claude Code from the same prompt, for a different person: a family making their first game, a developer starting a real project, someone who has never finished one. Play them, then read how each one was made: the interview, the plan they approved and what they changed at each check-in. These eight are browser builds so they can play right here; the prompt builds in Godot, Unity, Unreal or GameMaker just as well if you'd rather work in an engine.

Pastel bakery counter with blob cats, order bubbles and patience meters, and Biscuit wearing a pink bow 2D
Cozy sim

Whisker Bakery

Designed by The Okafor Family · First game ever, made by a parent with their 9-year-old

Bake in two ovens and serve each cat before its patience runs out. Unlock muffins and fish-shaped cookies, and wait for Biscuit at golden hour.

  • Check-ins: Standard
  • Explain my calls
A neon whale outline among cyan and pink asteroids over a synthwave grid 2D
Arcade

Starwhale

Designed by Priya R. · Shipped a small jam game; wanted to test whether an idea is fun

Eat cyan rocks to grow, dodge pink ones, and spit mass to shrink when you're too slow. Survive two comets, then crack the Final Comet.

  • Check-ins: Autopilot
  • Just build it
A night harbor puzzle board with mirrors bouncing gold, ruby, blue and green beams into lit lanterns 2D
Puzzle

Lantern Keeper

Designed by Sofia Marquez · Followed tutorials; wanted to learn how games are made

Turn mirrors to bounce the lighthouse beam into every lantern. Ruby, sea-blue and green glass tint the light, and each colored lantern wants its own.

  • Check-ins: Hands-on
  • Teach me as we go
Top-down shopping carts racing on a checkered supermarket floor between shelves of products 2D top-down
Racing

Cart Derby

Designed by Dana & Jules · Shipped something small; pitching it at a local game night

Drift around the ends of the aisles, smash cereal pyramids for a boost (and a second of WOBBLE!), and beat three rivals with fixed, fair speeds.

  • Check-ins: Standard
  • Just build it
A cartoon garden with gnomes, a honey flower puddle on the path and slugs heading for the cabbages 2D
Tower defense

Gnome Guard

Designed by Ray H. · Backend developer; the start of a real game he'll build on

Place pebble gnomes, pepper gnomes and the honey flower that only slows. Speedy slugs dodge everything else, so honey earns its place.

  • Check-ins: Standard
  • Explain my calls
A snail hanging upside down under a garden bench with a letter, next to a red mailbox 2D
Platformer

Snail Mail

Designed by Theo · Started games but never finished one

Crawl up pots, across the underside of the bench and over giant flowers to deliver every letter. Hide when a bird's shadow grows.

  • Check-ins: Standard
  • Just build it
A pixel-art dragon staring at a pizza courier with a loaded pizza on his back 2D
Roguelite

Dungeon Delivery

Designed by Kenji Watanabe · Tinkered with tutorials; making it to show friends

Dash and swing your pizza peel through five floors, stack toppings on the pizza on your back, and deliver it to a dragon who can smell it.

  • Check-ins: Standard
  • Explain my calls
A paper airplane gliding over a glowing heater vent in a low-poly house 3D
Flight

Paper Glider

Designed by Marcus Bell · Three abandoned Unity projects; the start of a real game

Glide through a toy-like house, ride the warm air from glowing heater vents to climb, and fly out the attic window. You never crash out.

  • Check-ins: Standard
  • Explain my calls

How a session goes

You paste the prompt into Claude Code or Cursor in an empty folder. From there it runs like working with a small studio: you're the designer, it's the builder.

  1. 1

    The interview

    Three short batches of questions: about you, your game, and how you want to work. It repeats your answers back and waits for your OK.

    You decide: the idea, the one thing it must have, the look, how often it checks in, and how much it explains.

  2. 2

    A plan you approve

    A one-page design: the core loop, controls, how a run builds, and a list of what it won't build yet. If you've started games but never finished one, it says so and proposes a small slice you can actually finish.

    You decide: every open choice comes back as two or three options. No code until you say go.

  3. 3

    Build and self-test

    It builds the game the way you chose: one HTML file that plays offline on phones and computers, or a project in your engine. Then it tests everything it can run, a bot playing in the browser at phone and laptop sizes or through your engine's command line, and fixes what's broken.

    You decide: browser or engine is your call in the interview. It tells you plainly what it couldn't test, and a bot can prove the game works, but only you can tell whether it's fun.

  4. 4

    Your playtest

    It stops and asks you to play for a few minutes: what felt good, what felt off, and the one thing you'd change. Your answers drive the next pass.

    You decide: in every demo here, this is where the biggest improvements came from.

  5. 5

    Hand-off

    A README with every call it made on your behalf and how to change it, the five settings worth tweaking, a checklist for watching a real person play, and three ready-to-paste prompts for your next features.

    Pick it back up anytime: a log file means "Read PROTOTYPE_LOG.md and continue" resumes where you left off.

Check-ins

Autopilot: approve the plan, then it builds through. Standard: plus your playtest. Hands-on: a look at every milestone.

Explanations

Just build it, explain my calls, or teach me as we go: a plain-language note on each system with an optional change to try yourself.

Try the interview

See what the prompt asks you first.

This is the real prompt's opening interview: the same three batches, the same questions, and the same profile it reads back to you before anything gets built. It runs right here on the page. There's no AI behind it, and nothing you type leaves this page.

    Game Prototype Builder · $24

    Describe the game you've always wanted to make. Claude Code interviews you, writes a plan you approve, builds it, tests it, and asks you to playtest before it polishes. You make every creative call.

    • Claude Code or Cursor Agent (any paid plan)
    • Browser builds: Node.js. Engine builds: your engine installed (Godot, Unity, Unreal, GameMaker or another)
    • About 30 to 90 minutes of the agent's time per game, more for 3D or in an engine

    It makes prototypes, not finished games: a first playable version to find out whether your idea is fun. Every run designs its own version of your idea, so your game won't match these demos.

    About these demos

    Each prototype was built by Claude Code running the prompt, for an example person whose interview answers and check-in feedback we wrote, the way a real buyer would. Everything on the AI's side is unedited: the interview questions, the plans, its replies at each check-in, and the game code. The game files you play are exactly what it produced.

    More

    A teal sleigh drifting on a snowy candy-cane track under the aurora
    Holiday gift game

    Maya's Christmas Cup

    Turn someone you love into the star of a 3D holiday sleigh race, with your own message waiting at the finish line.

    Play the example
    Next step

    Found the fun? Build the real thing yourself.

    GameDev Tutor is a structured AI tutor that teaches you to build your game in Godot, Unity or Unreal. It never writes your code.

    GameDev Tutor on itch.io · $5+