38 games
Published Runtime
playcanvas
A vertical mobile gameplay reel built around screen-filling spells and escalating boss pressure.
Published Runtime
storyworld-vn
A workflow-native branching interactive movie. open on a strong vertical cinematic hook immediately, play short high-drama clips, reveal two clear choices at the end of each beat, and branch toward a decisive good or bad ending fast.
Published Runtime
storyworld-vn
A workflow-native detective visual novel. pull the player into a sharp mystery immediately, explore a handful of memorable locations, collect decisive clues, branch through interrogations, and end in a satisfying accusation payoff.
Published Runtime
canvas2d
Puzzle Game
Published Runtime
phaser
One-page HTML5 prototype. A premium 3D LEGO brick builder toy for portrait mobile (390x844). Isometric camera at 45 degrees looking down at a green baseplate. Dark navy-to-black gradient background. Place colorful LEGO bricks with studs on top by tapping the grid. Swipe to orbit, pinch to zoom. Bottom strip: glossy color circles (red, blue, yellow, green, white, black). Right side: floating glass-morphism rotate and undo buttons. Brick placement has bounce animation and particle burst. Ghost pre
Published Runtime
playcanvas
A vertical mobile gameplay slice focused on mech parries, laser counters, and explosive finishers.
Published Runtime
three
A workflow-native 3D builder sandbox. drop the player onto a floating plot immediately, place modular pieces fast, satisfy rotating build commissions for more budget, and grow a photogenic skyline they can keep refining.
Published Runtime
custom
Creatively fuse "Pigeon Earnings Call" and "Drop the Dumpling" into a new game. Fusion ratio: 50% from "Pigeon Earnings Call", 50% from "Drop the Dumpling" Equal fusion — create something genuinely new from both parents.
Published Runtime
custom
Creatively fuse "Pocket Aquarium" and "Slime Cafe" into a new game. Fusion ratio: 50% from "Pocket Aquarium", 50% from "Slime Cafe" Equal fusion — create something genuinely new from both parents.
Published Runtime
phaser
Cut the vines to drop the dumpling into the panda mouth. Physics puzzle with verlet rope simulation.
Published Runtime
playcanvas
A workflow-native mobile video player with generated audio-first video. land on a striking poster frame, tap once to start a loud short-form clip with sound, keep controls obvious, and offer an instant replay loop.
Published Runtime
three
A mesmerizing WebGL2 Navier-Stokes fluid simulation game. Touch and drag to create beautiful currents of colorful dye, guide the flow to capture glowing orbs.
Published Runtime
phaser
A workflow-native mobile rhythm defense game. drop the player into a portrait rhythm arena immediately, drag a rotating shield around the core to block incoming notes on the beat, charge resonance through perfect blocks, and convert that charge into pulse-clearing score spikes.
Published Runtime
three
Interactive Chinese ink wash painting. Touch to drop ink, drag to paint brush strokes on rice paper. Ink bleeds and diffuses organically.
Published Runtime
three
A cute 3D physics-based slime toy. Poke, stretch, and fling a transparent jiggly slime blob. Pastel candy aesthetics with sparkle particle effects.
Published Runtime
three
One-page HTML5 prototype. A 3D LEGO brick builder. Portrait mobile 390x844. Three.js with OrbitControls. IMPORTANT: OrbitControls must NOT prevent click/tap from placing bricks. Use this pattern: on mousedown/touchstart record the position. On mouseup/touchend, if the pointer moved less than 10px, treat it as a click and place a brick via raycaster. If moved more, let OrbitControls handle it as a drag. For touchend, use event.changedTouches[0] not event.touches[0]. Isometric camera angle looking
Published Runtime
playcanvas
A workflow-native mobile video player with generated audio-first video. land on a striking poster frame, tap once to start a loud short-form clip with sound, keep controls obvious, and offer an instant replay loop.
Published Runtime
phaser
You are a high-quality one-shot game generation agent. Generate a playable, polished, publishable game from the user request below. User request: Create and publish a premium portrait mobile match-3 game with glossy neon candy tiles, blockers, boosters, clean cascades, legal swaps only, hint and shuffle recovery, and three short level goals with explosive combo feedback. Hidden design brief: - Title: One-Shot Match-3 - Engine: phaser - Genre: match-3 puzzle - Core loop: start on a legal readable board, allow only match-making swaps, resolve clear gravity refill cascades cleanly, generate special pieces from bigger matches, and finish levels on explicit score or clear goals - Target audience: mobile puzzle players who want readable cascades - Device profile: mobile-first portrait - Session length: 2-4 minute puzzle rounds - Visual direction: premium mobile match-3 with glossy readable tiles, explosive cascade effects, and a cover-ready combo pop - Visual target: A portrait board in the middle of a satisfying cascade, with glossy tile icons, one special piece about to trigger, and top-of-screen goals or turns visible instantly. - Social features: none unless naturally required - Publish intent: publish immediately if the result is playable - Quality profile: shipping-first Gameplay pillars: - Deterministic match-3 rules with readable swaps, cascades, and special-piece payoff. - Portrait-first mobile board clarity with goals and turns readable at a glance. - Juicy audiovisual feedback so every clear, combo, and blocker break feels premium. Non-goals: - Do not fake match-3 with tap-to-clear or random clears that ignore legal swaps. - Do not add PvP, deckbuilding meta, or monetization systems in v1. - Do not ship a board that can dead-end without hint or shuffle recovery. Quality bar: - Start fast with an immediately understandable first interaction. - Make the core mechanic satisfying within the first few seconds. - Keep controls responsive and mobile-safe by default. - Avoid placeholder-feeling UI, dead screens, or unclear goals. - Prefer a tight, finished loop over broad but brittle scope. - Include restart and feedback affordances without extra chatter. - Keep performance practical for the browser and publish flow. Publish gates: - The initial board has no free matches and at least one legal move. - Swap rejection, cascades, special pieces, hint, and shuffle all work cleanly. - At least three playable levels or goal variants exist with a cover-ready combo frame. Implementation constraints: This request matched the Match-3 Campaign family, but should still produce a full polished game if the template is not enough. - Infer the best final structure yourself; do not ask the user follow-up questions. - Default to a single clean scene structure unless the design truly needs more. - Be conservative with dependencies and fragile assets. - Optimize for a publishable result that survives validation and smoke checks. - Treat this as a real match-3 game, not a fake tap-to-clear board. - Guarantee the starting board has no automatic matches and at least one legal move. - Only allow swaps that create a match and cleanly resolve clear, gravity, refill, and cascade steps. - Support special pieces, blocker or goal variety, and hint or shuffle recovery before publish. Output target: - A real playable game, not a prototype sketch. - The final result should feel intentional, coherent, and release-ready for a first pass.
Published Runtime
playcanvas
A workflow-native mobile video player with generated audio-first video. land on a striking poster frame, tap once to start a loud short-form clip with sound, keep controls obvious, and offer an instant replay loop.
Published Runtime
phaser
Create a portrait mobile arcade game where the player swipe-controls a hover bike between three lanes, dodging traffic and collecting energy shards. Make it fast to restart, readable on phones, and satisfying in 30-60 second runs.
Published Runtime
playcanvas
A workflow-native 3D endless runner with leaderboard. drop the player into an endless 3d run immediately, switch lanes and jump through hazards, ramp speed cleanly, and end with an instant leaderboard submit loop.
Published Runtime
playcanvas
A vertical mobile video-player game featuring a painfully serious pigeon board meeting and a goldfish intern on wheels.
Published Runtime
custom
Emergent ant colony sandbox. Place ant hills, food, water, and watch ants build tunnel networks using pheromone trails. Dual pheromone system, digging, colony growth, and autonomous pathfinding.
Published Runtime
phaser
A complete aquarium ecosystem simulation. Manage fish, plants, water chemistry, and the nitrogen cycle. Features schooling AI, breeding, day/night cycles, and dynamic water quality.
Published Runtime
playcanvas
A workflow-native mobile video player with generated audio-first video. land on a striking poster frame, tap once to start a loud short-form clip with sound, keep controls obvious, and offer an instant replay loop.
Published Runtime
custom
Reskinned with AI-generated assets. cyberpunk neon neon cyberpunk aesthetic
Published Runtime
phaser
A workflow-native rhythm game shell with procedural chart generation and FAL music hooks. generate or ingest a song, analyze bpm, beats, downbeats, sections, and onset accents, turn that analysis into readable note patterns and phrase ramps, sync the stage motion and hit FX to the same metadata, and finish with a tight score-attack replay loop.
Published Runtime
puzzle
One-page HTML5 prototype. 我想生成一个割绳子的游戏
Published Runtime
phaser
You are a high-quality one-shot game generation agent. Generate a playable, polished, publishable game from the user request below. User request: Create and publish a conservative polished 2D platformer for mobile and desktop using Phaser. Keep it single-scene and simple enough to ship on the first try: use only geometric shapes and procedural particles, no external art generation, no extra scene modules beyond what is strictly needed, and prefer a single src/main.ts gameplay implementation if possible. Build one handcrafted level with three short rooftop sections, responsive left-right movement, jump, coyote time, jump buffering, one checkpoint after each section, collectible sparks, simple moving laser bars instead of complex enemies, instant restart on death, and a glowing exit gate. Prioritize clean collision, readable camera framing, stable build output, fast retry flow, and a strong cover-ready frame. Avoid asset browsing loops, multiplayer, persistence, or complicated content pipelines. Hidden design brief: - Title: One-Shot Platformer - Engine: phaser - Genre: 2d platformer - Core loop: teach run-and-jump movement immediately, ship coyote time and jump buffering, move through handcrafted hazard sections with checkpoints, and make retry-to-master loops feel instant - Target audience: mobile and desktop players who want precise jump feel - Device profile: mobile-friendly landscape - Session length: 2-4 minute checkpointed levels - Visual direction: stylized 2d platformer with a crisp hero silhouette, layered hazards, juicy pickups, and a cover-ready midair jump frame - Visual target: A midair hero jump over a readable hazard strip, with a collectible nearby, a checkpoint or exit visible ahead, and a compact HUD anchored away from the action. - Social features: none unless naturally required - Publish intent: publish immediately if the result is playable - Quality profile: shipping-first Gameplay pillars: - Premium jump feel with coyote time, jump buffering, and reliable air control. - Readable hazards, checkpoints, and collectibles that support one-thumb mobile visibility. - Fast retry loops that make mastery and completion feel immediate instead of punishing. Non-goals: - Do not build an open world, inventory-heavy RPG, or physics sandbox. - Do not rely on floaty movement, auto-run, or unreadable off-screen hazards. - Do not ship with placeholder-looking levels or a single endless strip. Quality bar: - Start fast with an immediately understandable first interaction. - Make the core mechanic satisfying within the first few seconds. - Keep controls responsive and mobile-safe by default. - Avoid placeholder-feeling UI, dead screens, or unclear goals. - Prefer a tight, finished loop over broad but brittle scope. - Include restart and feedback affordances without extra chatter. - Keep performance practical for the browser and publish flow. Publish gates: - At least three short handcrafted challenge sections or levels are playable. - Movement includes gravity, jump buffering, coyote time, hazard death, and instant restart. - A cover-ready gameplay frame exists and the mobile HUD does not obscure the action. Implementation constraints: This request matched the 2D Platformer Campaign family, but should still produce a full polished game if the template is not enough. - Infer the best final structure yourself; do not ask the user follow-up questions. - Default to a single clean scene structure unless the design truly needs more. - Be conservative with dependencies and fragile assets. - Optimize for a publishable result that survives validation and smoke checks. - Treat this as a real platformer, not a runner or static obstacle demo. - Implement grounded movement with gravity, jump buffering, coyote time, checkpoints, and instant restart after hazard failure. - Build short handcrafted sections with readable hazards, collectibles, and level completion, not endless repetition. - Keep the mobile controls compact and out of the gameplay focal area. Output target: - A real playable game, not a prototype sketch. - The final result should feel intentional, coherent, and release-ready for a first pass.
Published Runtime
phaser
Create a portrait mobile one-tap stacking game where players drop moving platforms to build a tower into the clouds. Emphasize crisp timing, combo streaks, clean mobile UI, and instant replayability.
Published Runtime
playcanvas
A workflow-native 3D endless runner with leaderboard. drop the player into an endless 3d run immediately, switch lanes and jump through hazards, ramp speed cleanly, and end with an instant leaderboard submit loop.
Published Runtime
phaser
A workflow-native cozy pet companion game. drop the player into a living pet room immediately, rotate feeding, petting, brushing, naps, and play to satisfy layered needs, trigger rare cute moments through varied care combos, and turn those moments into keepsake photo rewards.
Published Runtime
playcanvas
A workflow-native mobile video player with generated audio-first video. land on a striking poster frame, tap once to start a loud short-form clip with sound, keep controls obvious, and offer an instant replay loop.
Published Runtime
storyworld-vn
A workflow-native detective visual novel. pull the player into a sharp mystery immediately, explore a handful of memorable locations, collect decisive clues, branch through interrogations, and end in a satisfying accusation payoff.
Published Runtime
phaser
You are a shipping-first game generation agent. Create and publish an ORIGINAL portrait mobile vertical shooter called Thunder Vector. Use Phaser. The target is a premium Raiden-like arcade feel, but original IP only. Priority order: 1. ship a playable, polished vertical shooter fast 2. keep the first published build readable on mobile 3. generate a cohesive asset set and strong VFX through the platform asset pipeline 4. pass smoke and appear in showcase Quick-path constraints: - do not spend excessive turns on scaffolding, wrappers, or extra helper files before the core loop exists - keep the scene structure small and direct - prefer a compact Boot/Menu/Game flow and then move into the playable shooter immediately - no feature bloat Game requirements: - drag-to-move one-thumb controls - auto-fire by default - multiple enemy formations - readable bullet colors and patterns - weapon upgrade pickups - one miniboss spike - one real boss with at least two phases - fail / retry loop - compact mobile HUD - one cover-ready gameplay moment Asset requirements: - generate all core shooter assets and VFX needed for the ship build - reuse compatible workspace assets first when possible, otherwise generate a fresh but consistent set - all transparent gameplay images must have clean cutouts with no fringe, halo, matte residue, or dirty background remnants - keep perspective, lighting, materials, and silhouette language consistent - do not settle for placeholder programmer art in the final published build Visual direction: - premium 2D military sci-fi - storm clouds, distant lights, controlled cyan/amber/red accents - sharp silhouettes, satisfying explosions, premium hit flashes and engine trails - avoid cute, toy-like, muddy, or generic vaporwave styling Workflow note requirement: Inside the project, write a concise production workflow note that records visual target, pillars, non-goals, asset manifest, effect checklist, cutout quality bar, cover target, and publish/showcase gates. Non-goals: - no multiplayer - no story scenes - no meta progression systems - no endless mode for v1 - no unnecessary leaderboard work unless it is trivial and does not slow shipping
Published Runtime
playcanvas
A vertical mobile gameplay showcase packed with boost gates, drifts, and premium VFX.
Published Runtime
three
One-page HTML5 prototype. Minecraft mobile clone. Portrait 390x844. Three.js. First-person view of a blocky voxel world. Procedurally generated terrain with hills, flat areas. Block types: grass (green top, brown sides), dirt (brown), stone (gray), wood (brown log texture), sand (beige). Controls: left side virtual joystick for WASD movement, right side swipe to look around. Tap a block to destroy it (shows crack animation, drops after 3 taps). Tap empty space next to a block to place current se
Published Runtime
playcanvas
A published game that is just a WorldLabs-generated gaussian splat viewer.
Published Runtime
playcanvas
A vertical mobile gameplay reel built around screen-filling spells and escalating boss pressure.
Published Runtime
storyworld-vn
A workflow-native branching interactive movie. open on a strong vertical cinematic hook immediately, play short high-drama clips, reveal two clear choices at the end of each beat, and branch toward a decisive good or bad ending fast.
Published Runtime
storyworld-vn
A workflow-native detective visual novel. pull the player into a sharp mystery immediately, explore a handful of memorable locations, collect decisive clues, branch through interrogations, and end in a satisfying accusation payoff.
Published Runtime
canvas2d
Puzzle Game
Published Runtime
phaser
One-page HTML5 prototype. A premium 3D LEGO brick builder toy for portrait mobile (390x844). Isometric camera at 45 degrees looking down at a green baseplate. Dark navy-to-black gradient background. Place colorful LEGO bricks with studs on top by tapping the grid. Swipe to orbit, pinch to zoom. Bottom strip: glossy color circles (red, blue, yellow, green, white, black). Right side: floating glass-morphism rotate and undo buttons. Brick placement has bounce animation and particle burst. Ghost pre
Published Runtime
playcanvas
A vertical mobile gameplay slice focused on mech parries, laser counters, and explosive finishers.
Published Runtime
three
A workflow-native 3D builder sandbox. drop the player onto a floating plot immediately, place modular pieces fast, satisfy rotating build commissions for more budget, and grow a photogenic skyline they can keep refining.
Published Runtime
custom
Creatively fuse "Pigeon Earnings Call" and "Drop the Dumpling" into a new game. Fusion ratio: 50% from "Pigeon Earnings Call", 50% from "Drop the Dumpling" Equal fusion — create something genuinely new from both parents.
Published Runtime
custom
Creatively fuse "Pocket Aquarium" and "Slime Cafe" into a new game. Fusion ratio: 50% from "Pocket Aquarium", 50% from "Slime Cafe" Equal fusion — create something genuinely new from both parents.
Published Runtime
phaser
Cut the vines to drop the dumpling into the panda mouth. Physics puzzle with verlet rope simulation.
Published Runtime
playcanvas
A workflow-native mobile video player with generated audio-first video. land on a striking poster frame, tap once to start a loud short-form clip with sound, keep controls obvious, and offer an instant replay loop.
Published Runtime
three
A mesmerizing WebGL2 Navier-Stokes fluid simulation game. Touch and drag to create beautiful currents of colorful dye, guide the flow to capture glowing orbs.
Published Runtime
phaser
A workflow-native mobile rhythm defense game. drop the player into a portrait rhythm arena immediately, drag a rotating shield around the core to block incoming notes on the beat, charge resonance through perfect blocks, and convert that charge into pulse-clearing score spikes.
Published Runtime
three
Interactive Chinese ink wash painting. Touch to drop ink, drag to paint brush strokes on rice paper. Ink bleeds and diffuses organically.
Published Runtime
three
A cute 3D physics-based slime toy. Poke, stretch, and fling a transparent jiggly slime blob. Pastel candy aesthetics with sparkle particle effects.
Published Runtime
three
One-page HTML5 prototype. A 3D LEGO brick builder. Portrait mobile 390x844. Three.js with OrbitControls. IMPORTANT: OrbitControls must NOT prevent click/tap from placing bricks. Use this pattern: on mousedown/touchstart record the position. On mouseup/touchend, if the pointer moved less than 10px, treat it as a click and place a brick via raycaster. If moved more, let OrbitControls handle it as a drag. For touchend, use event.changedTouches[0] not event.touches[0]. Isometric camera angle looking
Published Runtime
playcanvas
A workflow-native mobile video player with generated audio-first video. land on a striking poster frame, tap once to start a loud short-form clip with sound, keep controls obvious, and offer an instant replay loop.
Published Runtime
phaser
You are a high-quality one-shot game generation agent. Generate a playable, polished, publishable game from the user request below. User request: Create and publish a premium portrait mobile match-3 game with glossy neon candy tiles, blockers, boosters, clean cascades, legal swaps only, hint and shuffle recovery, and three short level goals with explosive combo feedback. Hidden design brief: - Title: One-Shot Match-3 - Engine: phaser - Genre: match-3 puzzle - Core loop: start on a legal readable board, allow only match-making swaps, resolve clear gravity refill cascades cleanly, generate special pieces from bigger matches, and finish levels on explicit score or clear goals - Target audience: mobile puzzle players who want readable cascades - Device profile: mobile-first portrait - Session length: 2-4 minute puzzle rounds - Visual direction: premium mobile match-3 with glossy readable tiles, explosive cascade effects, and a cover-ready combo pop - Visual target: A portrait board in the middle of a satisfying cascade, with glossy tile icons, one special piece about to trigger, and top-of-screen goals or turns visible instantly. - Social features: none unless naturally required - Publish intent: publish immediately if the result is playable - Quality profile: shipping-first Gameplay pillars: - Deterministic match-3 rules with readable swaps, cascades, and special-piece payoff. - Portrait-first mobile board clarity with goals and turns readable at a glance. - Juicy audiovisual feedback so every clear, combo, and blocker break feels premium. Non-goals: - Do not fake match-3 with tap-to-clear or random clears that ignore legal swaps. - Do not add PvP, deckbuilding meta, or monetization systems in v1. - Do not ship a board that can dead-end without hint or shuffle recovery. Quality bar: - Start fast with an immediately understandable first interaction. - Make the core mechanic satisfying within the first few seconds. - Keep controls responsive and mobile-safe by default. - Avoid placeholder-feeling UI, dead screens, or unclear goals. - Prefer a tight, finished loop over broad but brittle scope. - Include restart and feedback affordances without extra chatter. - Keep performance practical for the browser and publish flow. Publish gates: - The initial board has no free matches and at least one legal move. - Swap rejection, cascades, special pieces, hint, and shuffle all work cleanly. - At least three playable levels or goal variants exist with a cover-ready combo frame. Implementation constraints: This request matched the Match-3 Campaign family, but should still produce a full polished game if the template is not enough. - Infer the best final structure yourself; do not ask the user follow-up questions. - Default to a single clean scene structure unless the design truly needs more. - Be conservative with dependencies and fragile assets. - Optimize for a publishable result that survives validation and smoke checks. - Treat this as a real match-3 game, not a fake tap-to-clear board. - Guarantee the starting board has no automatic matches and at least one legal move. - Only allow swaps that create a match and cleanly resolve clear, gravity, refill, and cascade steps. - Support special pieces, blocker or goal variety, and hint or shuffle recovery before publish. Output target: - A real playable game, not a prototype sketch. - The final result should feel intentional, coherent, and release-ready for a first pass.
Published Runtime
playcanvas
A workflow-native mobile video player with generated audio-first video. land on a striking poster frame, tap once to start a loud short-form clip with sound, keep controls obvious, and offer an instant replay loop.
Published Runtime
phaser
Create a portrait mobile arcade game where the player swipe-controls a hover bike between three lanes, dodging traffic and collecting energy shards. Make it fast to restart, readable on phones, and satisfying in 30-60 second runs.
Published Runtime
playcanvas
A workflow-native 3D endless runner with leaderboard. drop the player into an endless 3d run immediately, switch lanes and jump through hazards, ramp speed cleanly, and end with an instant leaderboard submit loop.
Published Runtime
playcanvas
A vertical mobile video-player game featuring a painfully serious pigeon board meeting and a goldfish intern on wheels.
Published Runtime
custom
Emergent ant colony sandbox. Place ant hills, food, water, and watch ants build tunnel networks using pheromone trails. Dual pheromone system, digging, colony growth, and autonomous pathfinding.
Published Runtime
phaser
A complete aquarium ecosystem simulation. Manage fish, plants, water chemistry, and the nitrogen cycle. Features schooling AI, breeding, day/night cycles, and dynamic water quality.
Published Runtime
playcanvas
A workflow-native mobile video player with generated audio-first video. land on a striking poster frame, tap once to start a loud short-form clip with sound, keep controls obvious, and offer an instant replay loop.
Published Runtime
custom
Reskinned with AI-generated assets. cyberpunk neon neon cyberpunk aesthetic
Published Runtime
phaser
A workflow-native rhythm game shell with procedural chart generation and FAL music hooks. generate or ingest a song, analyze bpm, beats, downbeats, sections, and onset accents, turn that analysis into readable note patterns and phrase ramps, sync the stage motion and hit FX to the same metadata, and finish with a tight score-attack replay loop.
Published Runtime
puzzle
One-page HTML5 prototype. 我想生成一个割绳子的游戏
Published Runtime
phaser
You are a high-quality one-shot game generation agent. Generate a playable, polished, publishable game from the user request below. User request: Create and publish a conservative polished 2D platformer for mobile and desktop using Phaser. Keep it single-scene and simple enough to ship on the first try: use only geometric shapes and procedural particles, no external art generation, no extra scene modules beyond what is strictly needed, and prefer a single src/main.ts gameplay implementation if possible. Build one handcrafted level with three short rooftop sections, responsive left-right movement, jump, coyote time, jump buffering, one checkpoint after each section, collectible sparks, simple moving laser bars instead of complex enemies, instant restart on death, and a glowing exit gate. Prioritize clean collision, readable camera framing, stable build output, fast retry flow, and a strong cover-ready frame. Avoid asset browsing loops, multiplayer, persistence, or complicated content pipelines. Hidden design brief: - Title: One-Shot Platformer - Engine: phaser - Genre: 2d platformer - Core loop: teach run-and-jump movement immediately, ship coyote time and jump buffering, move through handcrafted hazard sections with checkpoints, and make retry-to-master loops feel instant - Target audience: mobile and desktop players who want precise jump feel - Device profile: mobile-friendly landscape - Session length: 2-4 minute checkpointed levels - Visual direction: stylized 2d platformer with a crisp hero silhouette, layered hazards, juicy pickups, and a cover-ready midair jump frame - Visual target: A midair hero jump over a readable hazard strip, with a collectible nearby, a checkpoint or exit visible ahead, and a compact HUD anchored away from the action. - Social features: none unless naturally required - Publish intent: publish immediately if the result is playable - Quality profile: shipping-first Gameplay pillars: - Premium jump feel with coyote time, jump buffering, and reliable air control. - Readable hazards, checkpoints, and collectibles that support one-thumb mobile visibility. - Fast retry loops that make mastery and completion feel immediate instead of punishing. Non-goals: - Do not build an open world, inventory-heavy RPG, or physics sandbox. - Do not rely on floaty movement, auto-run, or unreadable off-screen hazards. - Do not ship with placeholder-looking levels or a single endless strip. Quality bar: - Start fast with an immediately understandable first interaction. - Make the core mechanic satisfying within the first few seconds. - Keep controls responsive and mobile-safe by default. - Avoid placeholder-feeling UI, dead screens, or unclear goals. - Prefer a tight, finished loop over broad but brittle scope. - Include restart and feedback affordances without extra chatter. - Keep performance practical for the browser and publish flow. Publish gates: - At least three short handcrafted challenge sections or levels are playable. - Movement includes gravity, jump buffering, coyote time, hazard death, and instant restart. - A cover-ready gameplay frame exists and the mobile HUD does not obscure the action. Implementation constraints: This request matched the 2D Platformer Campaign family, but should still produce a full polished game if the template is not enough. - Infer the best final structure yourself; do not ask the user follow-up questions. - Default to a single clean scene structure unless the design truly needs more. - Be conservative with dependencies and fragile assets. - Optimize for a publishable result that survives validation and smoke checks. - Treat this as a real platformer, not a runner or static obstacle demo. - Implement grounded movement with gravity, jump buffering, coyote time, checkpoints, and instant restart after hazard failure. - Build short handcrafted sections with readable hazards, collectibles, and level completion, not endless repetition. - Keep the mobile controls compact and out of the gameplay focal area. Output target: - A real playable game, not a prototype sketch. - The final result should feel intentional, coherent, and release-ready for a first pass.
Published Runtime
phaser
Create a portrait mobile one-tap stacking game where players drop moving platforms to build a tower into the clouds. Emphasize crisp timing, combo streaks, clean mobile UI, and instant replayability.
Published Runtime
playcanvas
A workflow-native 3D endless runner with leaderboard. drop the player into an endless 3d run immediately, switch lanes and jump through hazards, ramp speed cleanly, and end with an instant leaderboard submit loop.
Published Runtime
phaser
A workflow-native cozy pet companion game. drop the player into a living pet room immediately, rotate feeding, petting, brushing, naps, and play to satisfy layered needs, trigger rare cute moments through varied care combos, and turn those moments into keepsake photo rewards.
Published Runtime
playcanvas
A workflow-native mobile video player with generated audio-first video. land on a striking poster frame, tap once to start a loud short-form clip with sound, keep controls obvious, and offer an instant replay loop.
Published Runtime
storyworld-vn
A workflow-native detective visual novel. pull the player into a sharp mystery immediately, explore a handful of memorable locations, collect decisive clues, branch through interrogations, and end in a satisfying accusation payoff.
Published Runtime
phaser
You are a shipping-first game generation agent. Create and publish an ORIGINAL portrait mobile vertical shooter called Thunder Vector. Use Phaser. The target is a premium Raiden-like arcade feel, but original IP only. Priority order: 1. ship a playable, polished vertical shooter fast 2. keep the first published build readable on mobile 3. generate a cohesive asset set and strong VFX through the platform asset pipeline 4. pass smoke and appear in showcase Quick-path constraints: - do not spend excessive turns on scaffolding, wrappers, or extra helper files before the core loop exists - keep the scene structure small and direct - prefer a compact Boot/Menu/Game flow and then move into the playable shooter immediately - no feature bloat Game requirements: - drag-to-move one-thumb controls - auto-fire by default - multiple enemy formations - readable bullet colors and patterns - weapon upgrade pickups - one miniboss spike - one real boss with at least two phases - fail / retry loop - compact mobile HUD - one cover-ready gameplay moment Asset requirements: - generate all core shooter assets and VFX needed for the ship build - reuse compatible workspace assets first when possible, otherwise generate a fresh but consistent set - all transparent gameplay images must have clean cutouts with no fringe, halo, matte residue, or dirty background remnants - keep perspective, lighting, materials, and silhouette language consistent - do not settle for placeholder programmer art in the final published build Visual direction: - premium 2D military sci-fi - storm clouds, distant lights, controlled cyan/amber/red accents - sharp silhouettes, satisfying explosions, premium hit flashes and engine trails - avoid cute, toy-like, muddy, or generic vaporwave styling Workflow note requirement: Inside the project, write a concise production workflow note that records visual target, pillars, non-goals, asset manifest, effect checklist, cutout quality bar, cover target, and publish/showcase gates. Non-goals: - no multiplayer - no story scenes - no meta progression systems - no endless mode for v1 - no unnecessary leaderboard work unless it is trivial and does not slow shipping
Published Runtime
playcanvas
A vertical mobile gameplay showcase packed with boost gates, drifts, and premium VFX.
Published Runtime
three
One-page HTML5 prototype. Minecraft mobile clone. Portrait 390x844. Three.js. First-person view of a blocky voxel world. Procedurally generated terrain with hills, flat areas. Block types: grass (green top, brown sides), dirt (brown), stone (gray), wood (brown log texture), sand (beige). Controls: left side virtual joystick for WASD movement, right side swipe to look around. Tap a block to destroy it (shows crack animation, drops after 3 taps). Tap empty space next to a block to place current se
Published Runtime
playcanvas
A published game that is just a WorldLabs-generated gaussian splat viewer.