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Game Maker

Un prompt, un gioco giocabile.

Trasforma una descrizione in linguaggio semplice in un minigioco giocabile nel browser o in una simulazione interattiva, in un unico file autonomo. Pensato per piccoli giochi e prototipi — non per titoli commerciali.

Anteprima di Game Maker
Ideale per
Hobbisti, ragazzi, hacker da game jam
Tempo necessario
~10 min per gioco
Livello
Adatto ai principianti

Installala in 3 passaggi

Nessuna registrazione. Nessuno strumento da riga di comando. Scegli la tua AI, copia una riga e incollala.

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Prove dal mondo reale

Persone vere hanno svolto proprio questo lavoro con agenti IA.

Cosa contiene

Un file SKILL.md (la guida operativa) + un modello di partenza. Un'anteprima:

Game Maker

When to use

  • You want a small playable game — match-3, puzzle, arcade minigame — from one detailed description
  • A creative interactive visualization (particle simulations, generative toys) as a single file you can open and share
  • A weekend collection of simple minigames, built one at a time from natural-language descriptions
  • A quick playable prototype to test a game concept before committing real effort
  • Teaching or demos where "double-click and it runs" matters more than production quality

Workflow

  1. Write the full spec in one prompt (input: game idea → output: detailed prompt)
    Describe mechanics, scoring, difficulty, controls, sound, and desktop vs. mobile in one pass. A half-written spec gets you a game that plays itself wrong — one real case's whole lesson was that the prompt must spell out the rules completely, or the AI improvises and the gameplay drifts.
  2. Generate the single file (input: detailed prompt → output: self-contained file)
    The AI generates the game as one HTML file (UI, logic, and scoring all inside) — double-click to open, zero dependencies. For a collection: build the architecture/scaffold first, then generate each minigame into it, exactly how a real case built a four-game collection in a day.
  3. Playtest immediately (input: file → output: bug list)
    Open it and actually play. Check: does it start, does scoring work, is it winnable and loseable, does it survive a window resize? A demo that can't be lost is a screensaver, not a game.
  4. Fix bugs, tune feel by hand (input: bug list → output: revised file)
    Have the AI fix the bugs, but tune difficulty and feel yourself. "Make it harder" in a prompt is guesswork; your own playtest judgment is the instrument. One real case spent the human's time on exactly this and the skill keeps that step human on purpose.
  5. Publish one link (input: final file → output: shareable link)
    Export a shareable link or single file. Verify it opens and plays cold — no install steps, no dependencies — before you call it done.

Output spec

  • One self-contained playable file (or one shareable link) per game
  • The prompt spec used, kept alongside, so the game can be regenerated or remixed
  • Acceptance bar: opens with a double click, plays start to finish, difficulty tuned by a human
  • Limits: small-scope games and visualizations only — no claim of commercial quality, multiplayer, save systems, or backends

Good vs. bad examples

Anteprima del modello

Game Maker — One-Prompt Spec Template

Fill this in before generating. A complete spec is the whole trick — vague prompts make games that play themselves wrong.

Game: {working title}

One-line concept: {what the player does, in one sentence}

Mechanics (all of them — this is where games break)

What it is NOT

{scope guardrails, e.g. "no multiplayer, no save system, no backend"}

Generation

Prompt used: {paste the full prompt — keep it for remixes} File: {link or path}

Playtest log

Acceptance checklist

[ ] Opens with a double click — no install, no dependencies [ ] Plays start to finish: winnable AND loseable [ ] Scoring works and matches the spec

Il pacchetto della skill (SKILL.md + modello) è scritto in inglese.

Pro — tutte le 511 skill

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