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How it was made · Cozy sim · 2D

Whisker Bakery

Designed by The Okafor Family, first game ever, made by a parent with their 9-year-old. Built by Claude Code with the Game Prototype Builder prompt.

The idea, in their words
I run a tiny bakery on a street full of cats. Cats line up and order pastries, I bake them and serve them before they get grumpy and leave, and I earn coins to unlock new recipes.
The one thing it had to have
each cat shows its order and a patience meter
How they chose to work
Check-ins: Standard · Explain my calls
Where their calls changed the game
Their daughter asked for a fluffy white VIP cat named Biscuit and a fish-shaped fish cookie. At the playtest she kept tapping order bubbles, so bubbles now serve too.
Pastel bakery counter with blob cats, order bubbles and patience meters, and Biscuit wearing a pink bow

Below are the actual documents from the build, unedited: the AI's messages, its plan and its replies. The person's answers were written by us for this demo, the way a real buyer would answer.

The check-insWhere they approved the plan, playtested, and asked for changes

Checkpoint 1: Design approval

Game Prototype Builder

I've written the one-page plan in GAME_DESIGN.md. It has seven small choices (A to G) with my recommendation marked on each: how the cats look, how serving works, how recipes unlock, number of ovens, whether pastries can burn, the coin goal, and the music.

Approve this, change anything, or pick from the options above. I won't write game code until you say go.

What I need from you: "go" (I'll use my recommended picks), or your picks like "A1, B2, F2", plus any changes. What happens next: I build the first playable day, test it on phone and computer sizes, then send you screenshots and ask you to play it.

The person

Go! We read it together.

Picks: A1, B1, C1, D1, E1, F1. For music, my daughter wants G2 (the bouncy ukulele one).

One request from her: the VIP cat at golden hour should be a fluffy white cat named Biscuit, with its name shown above it. She'd also like the fish cookie to be shaped like a fish.

Game Prototype Builder

Wonderful, thank you both! Locked: A1 blob cats, B1 tap-the-cat serving, C1 automatic unlocks, D1 two ovens, E1 no burning, F1 a 60-coin goal, and G2 the bouncy ukulele loop (your daughter's pick). Biscuit the fluffy white VIP cat will arrive at golden hour with the name shown above it, and the fish cookie will be shaped like a fish. Building the first playable now.

Checkpoint 2: First-playable playtest

Game Prototype Builder

Your first playable day of Whisker Bakery is ready: a full day from the title screen to the closing bell and Play Again.

How to open it: double-click dist/whisker-bakery.html (or send it to your phone or iPad and open it in Safari or Chrome). Tap Play, then tap a pastry to bake it and tap the cat to serve it.

What's in it: blob cats in 6 fur colors, each with an order bubble and a patience meter (mint, then butter yellow, then peach). Two ovens, a 4-slot warm tray, and automatic recipe unlocks: muffin at 8 coins, fish-shaped fish cookie at 25 coins, strawberry tart at golden hour. The morning rush starts at 1:00. Golden hour comes in the last 30 seconds, and that's when Biscuit, the fluffy white cat with a pink bow, arrives with her name shown above her. There's a bouncy ukulele loop and a mute button. The goal is 60 coins.

My calls (and why):

  • Pastry prices are small (croissant 1, muffin 2, fish cookie 2 + 1 tip, tart 8, Biscuit tips 4 more). On the first prices the test bot hit 60 coins in about a minute, which would make the goal meaningless. Now a quick player reaches 60 at about 2:00. A slow player who taps once every 2.5 seconds still wins narrowly (61 to 84 coins).
  • If an unwanted pastry is sitting on the tray, a new cat usually orders it, so the tray never gets stuck.
  • The "hmph" puff only shows when a cat is nearly out of patience. A cat that leaves looks huffy for half a second, then calm.

Test results: 6 full days played by a bot tapping the real buttons and cats, at 1280x800 and 390x844 (touch), plus a run with the network off. Results: 0 console errors, 0 network requests, Play Again starts clean each time, no page scrolling, and Biscuit appeared in every attentive run. Frame rate was 59 to 60 fps in headless Chrome on this machine. That number is from a test browser, not your iPad.

What the bot can't tell you: whether it's fun, how the ukulele and sounds actually sound, and how it feels under real fingers on your iPad and phone.

Please play for 2 or 3 minutes (with your daughter, ideally) and answer:

  1. What felt good?
  2. What felt off or confusing?
  3. If you could change one thing, what would it be?

What happens next: your answers become the top priority for the polish pass, then I hand everything over with a README.

The person

We played on the iPad and my phone.

  1. What felt good: the fish cookie (she screamed when it unlocked), Biscuit's bow and name tag, and the tap-tap rhythm. She worked it out without any explaining after the first cat.
  2. What felt off: on the phone, the cats are small and sit low, with a big empty sky above them. She kept tapping the order bubbles instead of the cats. Also, the "Golden hour!" banner covers the counter right when Biscuit arrives, which is the moment we want to watch.
  3. The one change: make the cats bigger and closer on phone (fill some of that sky, maybe with a few cats waiting their turn on the street behind the counter), and let tapping the order bubble serve too.

Small extra: she won with lots of coins to spare. Gentle is right, but maybe show a "⭐⭐⭐ Best bakery on Whisker Street!" tier on the end screen at 100+ coins, so there's something to aim for.

Game Prototype Builder

Thank you, and congratulations to your daughter on working it out after one cat! Here's what I'm changing in the polish pass:

  • Bigger, closer cats on phone: the counter gets thinner and the cats get about a third bigger. The street now sits higher, just above the order bubbles, with a line of small cats waiting their turn on the sidewalk. When a cat steps up to the counter, the next one in line moves up.
  • Order bubbles: tapping the bubble serves the cat. One honest note: the bubble was already inside each cat's tap area, so I think she was tapping before the pastry was on the tray, and all she got was a "nope" boop. Now, if the pastry isn't ready yet, the matching pastry button glows and bounces to show her what to bake.
  • Banner: "Golden hour!" and the other banners move to the top of the sky, so the counter stays clear when Biscuit arrives.
  • Star tier: at 100+ coins the end screen shows "⭐⭐⭐ Best bakery on Whisker Street!". A win under 100 shows "Next time, try for 100 coins and three stars!"
The plan they approvedThe one-page design, with the options they picked from

Designed by The Okafor Family · Built with Claude Code

Pitch

You are the baker of a tiny bakery on a street full of cats. You tap to bake the pastries the cats order and tap to serve them before the cats get grumpy and wander off. Earn enough coins by closing time to win the day. There is no losing in the scary sense: if you miss the goal, the day just ends with "So close! Try again tomorrow."

Core loop (the 10 seconds you repeat)

  1. A cat pads up to the counter. A speech bubble shows the pastry it wants, and a patience meter fills down beside it.
  2. You tap that pastry's button on the shelf. It goes into a free oven and bakes for about 2 seconds with a little rising "puff" animation.
  3. It pops out onto the warm tray with a ding.
  4. You tap the cat. The pastry flies to it, the cat does a happy wiggle, hearts and coins pop out, and a coin clink plays.

Why it should feel good: every tap gets an instant sound and a bouncy reaction, and the small wait while the oven bakes makes you plan a little ("bake the muffin now, the next cat wants one too"). That's the Overcooked rush, slowed down to kid speed.

Controls

  • Phone and iPad (main): one finger, taps only. Big pastry buttons along the bottom of the screen (at least 64px), cats are big tap targets across the middle. No dragging, no timing-precise taps.
  • Computer (works too): click the same buttons and cats with the mouse. Keys 1 to 4 bake pastries, and Space serves the cat who has been waiting longest.

A run (about 3 minutes)

  • Start: the shop opens at 7:00 in warm morning light. One cat at a time, only croissants.
  • Rise: more cats line up (up to 4 spots at the counter), new recipes unlock as you earn coins, and orders get a little more varied.
  • End: the clock reaches 5:00 pm closing time (about 3 real minutes), a bell rings, and the end screen shows coins earned against the goal, cats served, and your best day this session.

Progression (5 beats in one run)

  1. Opening (0:00): croissants only, one cat at a time, very patient cats. You learn bake then serve.
  2. Blueberry muffin unlocked (~15 coins): a "New recipe!" banner, and cats start ordering two kinds of pastry.
  3. Morning rush (~1:00): cats arrive faster and the queue grows to 3 spots.
  4. Fish cookie unlocked (~40 coins): a third recipe and a 4th counter spot. The cats love fish cookies and tip extra.
  5. Golden hour (last 30 seconds): the light turns golden, a fancy "VIP" cat with a little bow orders a strawberry tart for big coins, then the closing bell.

Must have: each cat shows its order and a patience meter

  • Every cat has a speech bubble above its head with a big drawing of the pastry it wants, so a 9-year-old can read it without words.
  • Under the bubble is a patience meter, a rounded bar that drains from mint green to butter yellow to soft peach.
  • When the meter is low the cat does a small, cute grumpy face (ears flat, a tiny "hmph" puff cloud). That's as upset as they get.
  • If the meter runs out, the cat gives one "hmph" and strolls away with its tail up, then a moment later it's back to its normal face as it leaves. No crying, no sad music, no penalty beyond the missed coins.

Your choices (pick one for each, or say "you decide")

A. How cats look

  • A1. Round, soft blob cats drawn in code: big heads, tiny ears, pastel fur in 6 colors (cream, ginger, gray, calico, black, white). (recommended: matches "soft rounded shapes" and looks the same on every device)
  • A2. Emoji cats (🐱 🐈). Fastest, but they look different on iPad vs Android and aren't very "yours."

B. How you serve

  • B1. Tap the cat: if the tray has its pastry, it gets served. (recommended: one tap, hard to get wrong)
  • B2. Tap the pastry on the tray, then tap the cat. More like a real kitchen, but twice the taps.

C. How recipes unlock

  • C1. Automatically when your coins pass a milestone. Coins are never spent, so you can't make the goal harder by unlocking. (recommended for Gentle)
  • C2. A little "Recipe shop" button where you spend coins to unlock. More choice, but spending can set you back from the goal.

D. Number of ovens

  • D1. Two ovens. (recommended: enough to plan, never overwhelming)
  • D2. Three ovens. Easier and busier.

E. Can pastries burn?

  • E1. No. Finished pastries wait on the tray forever (up to 4 on the tray). (recommended: nothing mean)
  • E2. Yes, slowly, if left in the oven too long. Adds pressure, but it's a "fail" moment.

F. The coin goal for closing time (Gentle)

  • F1. 60 coins: most first-time players win on the first or second day. (recommended)
  • F2. 45 coins: nearly everyone wins on the first try.
  • F3. 80 coins: a real stretch goal.

G. Music

  • G1. A soft, slow music-box loop. (recommended: cozy, not distracting)
  • G2. A bouncy ukulele-style loop. More energy for the rush.

Scope cut list (not in this prototype)

  • Multiple days, saving, and a shop that carries over: a save system and day-to-day progress take as long as the whole prototype. One day proves the fun.
  • Ingredients, mixing, decorating: extra steps before baking. Fun later, but they'd slow the core tap-bake-serve loop.
  • Decorating the bakery or naming cats (Neko Atsume-style collecting): a lovely next step, but it's a second game loop.
  • Burning, mistakes and penalties: left out to keep it kind (unless you pick E2).
  • Real art, voice or recorded sound: everything is drawn and synthesized in code so it's one offline file.

What success looks like

  1. Your 9-year-old can play a full day without help after the first cat.
  2. The happy wiggle and coin pop make you want to serve "just one more cat."
  3. When a cat gets grumpy, it's funny, not sad.

Approve this, change anything, or pick from the options above. I won't write game code until you say go.

The interviewThe three batches of questions and their answers

The full intake conversation between the person and Game Prototype Builder, in order.


Game Prototype Builder

Hi, and welcome! I'm your game prototyping partner. Together we'll turn the game in your head into something you can open, play and share, usually in one sitting.

Here's how it works:

  1. Intake: a short interview in three batches.
  2. Design: a one-page plan you approve.
  3. Build: I write and test the game.
  4. Playtest: you play it and tell me what felt off.
  5. Polish and hand-off: I finish it and hand it over with everything you need to keep going.

You stay in control the whole way: you're the designer, I'm the builder. A first build usually takes 30 to 90 minutes of my work (more for 3D).

Batch A: You

  1. What should the game's credits say? ("Designed by ___": a name, a handle, or a studio.)
  2. Your experience: Never made a game / Tinkered or followed tutorials / Started games but never finished one / Shipped something small / Professional.
  3. Can you read code? None / A little / Comfortably.
  4. What is this prototype for? Test whether an idea is fun / Show friends or family / Pitch it to someone / The start of a real game I'll build properly / A gift / Just to learn how games are made.
  5. Where will you playtest it? Phone / Computer / Both.

The person

  1. The Okafor Family
  2. Never made a game
  3. None
  4. Show friends or family (making it with my 9-year-old, who loves cats)
  5. Phone (an iPad and my phone)

Game Prototype Builder

Lovely, a family game with a cat-loving co-designer. I'll make sure everything works great with fingers on an iPad and a phone.

Batch B: The game

  1. The idea, in your own words. One to three sentences is plenty.
  2. 2D or 3D? (Or "you decide". 2D is faster and more reliable for a first prototype; 3D works but takes longer and looks rougher.)
  3. The core action: what does the player do over and over? (Jump, steer, match, build, aim, serve, dodge…)
  4. The one thing it must have. The part that makes it your idea. This is never cut.
  5. Games it should feel like, and what to take from each. Feel and ideas only; never their art, characters or names.
  6. Look and mood: colors, style, era, vibe. A few words is enough.
  7. How a run should end: a clear win, a high-score run that ends when you lose, or endless. Roughly how long should one run be? (2 to 5 minutes works best for a prototype.)
  8. Anything to avoid: themes, mechanics, difficulty, things that would spoil it for you or your audience.

The person

  1. I run a tiny bakery on a street full of cats. Cats line up and order pastries, I bake them and serve them before they get grumpy and leave, and I earn coins to unlock new recipes during the day.
  2. 2D
  3. Tap to bake, tap to serve
  4. Each cat shows its order and a patience meter
  5. Overcooked's rush but calm enough for a kid; Neko Atsume's cuteness
  6. Cozy pastel, soft rounded shapes, warm morning light
  7. A clear win (a goal by closing time), about 3 minutes
  8. Anything scary or mean; cats should never look sad for long, just a little grumpy

Game Prototype Builder

That's a really charming idea, and it's very clear. Last batch, about how we work together.

Batch C: How we work

  1. How often should I check in with you?
    • Autopilot: you approve the design, then I build, test and polish without stopping. Fastest.
    • Standard (recommended): you approve the design, then you play the first playable build and tell me what felt off before I polish.
    • Hands-on: Standard, plus a quick look after every milestone (core loop, progression, juice) so you steer as it grows.
  2. How much explanation do you want?
    • Just build it: short updates, no lectures.
    • Explain my calls: when I decide something, I tell you why in a sentence or two.
    • Teach me as we go: after each system is built, I explain how it works in plain language and point you to the exact file and function, with one small optional change to try yourself.
  3. Difficulty: Gentle (most people win) / Fair (a few tries) / Tough (for people who like a challenge).
  4. A short name for the project folder and the game's working title. (Or "you decide".)

The person

  1. Standard
  2. Explain my calls
  3. Gentle
  4. Whisker Bakery

Game Prototype Builder

Here's everything you told me, in one place:

🎮 PROTOTYPE PROFILE
Title: Whisker Bakery            Designed by: The Okafor Family
Idea: I run a tiny bakery on a street full of cats. Cats line up and order
      pastries, I bake them and serve them before they get grumpy and leave,
      and I earn coins to unlock new recipes during the day.
View: 2D   Core action: tap to bake, tap to serve
Must have: each cat shows its order and a patience meter
Feels like: Overcooked's rush but calm enough for a kid; Neko Atsume's cuteness
Look & mood: cozy pastel, soft rounded shapes, warm morning light
Run: win (a coin goal by closing time), ~3 min
Avoid: anything scary or mean; cats never look sad for long, just a little grumpy
Playtest on: Phone (an iPad and a phone)   Purpose: Show friends or family (made with a 9-year-old)
Experience: Never made a game   Reads code: None
Check-ins: Standard   Explanations: Explain my calls   Difficulty: Gentle
Project folder: whisker-bakery

Lock this in?

The person

Yes.


Game Prototype Builder

Locked in. Since this is your first game and it's for the family, I'll keep it small and friendly: one bakery, one day, a handful of recipes, and every cat leaves happy or just a little huffy, never sad. Next I'll write a one-page design for you to approve before I write any game code.

Make your own

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.

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