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Game idea generator

This game idea generator turns one line into a short game spec your coding agent can build from, then plans the matching asset kit.

Your own idea, in your words. Names of existing games and characters are left out: the spec is for an original game.

Genre
Art style
Build it in

Three ideas and the specs the generator wrote

Each card is one run of the generator on 2026-10-31, from the line printed above it, kept as it came out. We did not pick the best of several tries or edit the text. Open one to see the full milestones and the numbers.

"a paper kite drifting over rooftops at dusk, catching lanterns that light the streets below"Cozy 3D toy, web: Dusk Lantern Glide

Dusk Lantern Glide

It's a cozy 3D toy where you glide in a sun-faded village to light evening lanterns.

Cozy 3D toy · Watercolor · Web (three.js) · single player

Core verb and loop

glide, one loop about 15 s

  1. steer the paper kite through gentle evening wind
  2. skim close to dormant hanging lanterns to spark them
  3. catch chimney smoke thermals to regain altitude
  4. illuminate the full rooftop circuit at your own pace

Goal: Ignite all 24 dormant lanterns across the village rooftops.. Fail: None; touching the ground or roofs gently floats the kite back into the nearest thermal updraft..

Systems and numbers

  • glide_flight Pitch down converts height to forward speedbase_speed=7max_speed=16min_speed=3.5glide_ratio=4.2turn_rate=1.9pitch_rate=1.4ground_bounce_force=6
  • thermal_drafts Chimneys emit visible watercolor smoke columnslift_velocity=8.5column_radius=3column_height=22count=8
  • lantern_network Passing within ignite radius switches lantern to lit statetotal_lanterns=24ignite_radius=3.2light_range=12glow_intensity=2.5
  • dusk_wash World sky shifts from pale rose to deep indigo as total lit lanterns increaseinitial_sky_lightness=0.7final_sky_lightness=0.25warmth_boost_per_lantern=0.03

Look

painterly watercolor, soft washes, paper texture, gentle edges, cel-shaded forms

Camera: third-person chase. Controls on a phone: drag to steer, tap and hold for the verb.

Milestones

  1. Playable gliding physics in a greybox environment with chimney lift.Done when: Player can glide a box kite indefinitely using three vertical cylinder thermals without getting stuck on the ground plane.
  2. Visual watercolor shader and lantern activation loop.Done when: Player can fly through 24 spherical triggers that illuminate, shift dusk sky color, and display watercolor edge post-processing.
  3. Complete cohesive toy experience ready for web deployment.Done when: Title overlay fades into flight, audio triggers on chimes and wind, and game displays gentle completion card when 24/24 lanterns are lit.

Not in version one

  • No collision damage or crash restarts
  • No time limit or countdown timer
  • No score multipliers or combos
  • No complex physics stalling or turbulence modeling

Key moment: Carving a bank around a stone clocktower at sunset, dipping through three lanterns in a row, leaving a blooming trail of warm watercolor light across the rooftops below.

"a candy factory obby where conveyor belts flip direction every few seconds"Obby / platformer, Roblox: Sugar Belt Bounce

Sugar Belt Bounce

It's an obby where you jump in a whimsical confectionery factory to reach the master packaging room.

Obby / platformer · Cartoon / clay · Roblox · single player, others visible

Core verb and loop

jump, one loop about 15 s

  1. Read conveyor warning indicators
  2. Time jumps across moving candy platforms
  3. Adapt immediately when belts reverse direction
  4. Tag the next gumdrop checkpoint

Goal: Cross 10 factory production stages and reach the golden candy chute.. Fail: Falling into the molten frosting vat below, resetting to the last checkpoint..

Systems and numbers

  • character_physics Avatar moves and jumps with server-checked velocitywalk_speed=16jump_power=50gravity=196
  • reversing_conveyor Conveyors apply directional linear force to any grounded playerbelt_speed_base=12active_duration_seconds=4warning_duration_seconds=1force_multiplier=1
  • checkpoint_manager Walking into a checkpoint pad sets player spawn coordinaterespawn_delay_seconds=0.5kill_plane_y_offset=-20checkpoint_count=10
  • hazard_obstacles Rotating lollipop crushers push or knock down players on touchcrusher_spin_speed=45knockback_force=30

Look

stylized cartoon 3D, chunky rounded shapes, soft clay look, bright and friendly

Camera: third-person follow. Controls on a phone: left thumbstick move, jump button, drag to look.

Milestones

  1. Verify core movement and conveyor reversal mechanic on grey boxesDone when: Avatar successfully rides grey box belt, gets pushed in opposite direction on timer toggle, and respawns on grey kill-floor touch.
  2. Assemble full 10-stage course layout with functional checkpointsDone when: Player can progress stage 1 to 10 consecutively without falling through geometry or skipping checkpoints.
  3. Apply clay-look visual styling, mobile touch controls, SFX, and cosmetics storeDone when: Full visual pass renders rounded clay aesthetic, mobile UI allows completion on touch screen, and trails equip correctly.

Not in version one

  • No inventory or weapon systems
  • No multiplayer collision pushing (players pass through each other)
  • No procedural level generation
  • No building or crafting elements

Key moment: A player leaps mid-air toward a conveyor belt just as it flashes yellow, shifts into reverse, and they barely land on the front edge and bounce off.

"a lighthouse keeper holding off glowing sea critters with a spinning lantern beam"Survivors-like / horde, web: Lumen Reef

Lumen Reef

It's a survivors-like where you kite in a neon ocean platform to burn abyssal swarms with an orbiting lantern beam.

Survivors-like / horde · Neon · Web (three.js) · single player

Core verb and loop

kite, one loop about 15 s

  1. Evade incoming neon sea predators on the platform
  2. Align enemy clusters inside the sweeping lantern beam
  3. Collect dropped radiant pearls to fill the illumination meter
  4. Select one of three beam or movement enhancements on level up

Goal: Survive for 8 minutes until dawn clears the abyssal horde.. Fail: Platform keeper hull health reaches zero from monster collisions..

Systems and numbers

  • movement_and_beam Player moves in 8 directions across flat circular arena bounded by perimeter edgeplayer_speed=4.5player_max_health=100player_radius=0.4beam_length=9beam_arc_degrees=30beam_dps=40beam_rotation_speed_deg=120
  • swarm_spawner Spawns sea fiends outside platform border at ramping intervalsinitial_spawn_interval=1.2min_spawn_interval=0.15spawn_distance=14skiff_speed=2.2skiff_health=25eel_speed=3.8eel_health=15crab_speed=1.4
  • pearl_progression Defeated enemies drop glowing pearls that float stationarypearl_magnet_radius=2.5pearl_pickup_radius=0.6base_xp_requirement=10xp_growth_factor=1.35
  • upgrade_pool Each level-up randomly displays 3 distinct upgradesbeam_width_bonus_deg=12beam_dps_bonus_pct=25speed_bonus_pct=15magnet_bonus_pct=30max_extra_beams=3

Look

neon synthwave, dark scene, glowing edges, grid floor, bloom

Camera: top-down. Controls on a phone: thumbstick move, tap upgrade cards.

Milestones

  1. Core physics, sweeping damage sector, and basic chase AIDone when: Player moves with WASD, rotating wireframe cone kills untextured cubes, cubes drop static grey spheres
  2. Leveling loop, upgrades, and wave progressionDone when: Collecting drops fills bar, opens upgrade window, modifies beam properties, enemy counts increase over 8 minutes
  3. Synthwave aesthetics, bloom pass, and complete audio layerDone when: UnrealBloomPass renders neon outlines, synthetic sea grid ripples, SFX play without audio clipping, 60fps stable

Not in version one

  • Meta-progression skill tree
  • Manual mouse aiming or twin-stick shooting
  • Multiple playable characters
  • Complex 3D skeletal animations
  • Procedural labyrinth generation

Key moment: A quad-beam setup sweeps across two hundred glowing magenta eels, vaporizing them in a circular neon flash while a cascade of turquoise pearls magnets into the keeper.

The three runs side by side
SpecBuild inCore verbOne loopSystemsNumeric paramsMilestonesAsset files
Dusk Lantern GlideWebglide15 s41834
Sugar Belt BounceRobloxjump15 s41235
Lumen ReefWebkite15 s42435

The 5 second concept clip for the kite idea

This clip came from the kite spec above in one run on 2026-10-31: a third-person chase camera, the painterly watercolor look and the palette from the spec. Nothing in it is a finished game. It shows what one moment could feel like, and a still from it becomes the style reference every asset in the kit is drawn to. Your own clip costs no credits, one per device, stamped as a preview.

How the game idea generator works

Most people who start a game with an AI coding agent stall in the same place: the agent is good at writing code and poor at deciding what the game is. Ask it for "a fun platformer" and it invents something generic, then rewrites the design every time a bug forces a change. The generator gives the agent the decisions first, in a form it can check its work against.

  1. Pick a genre and an art style. Each genre preset brings a core verb, a loop, a camera and touch controls. Each style brings a style string, six colours, the light, materials and a list of things never to draw.
  2. Write one line. Your setting and your twist. Names of existing games and characters are removed before anything is written, and you are told which.
  3. Read the spec. A title, a one-sentence pitch, the loop in steps with a length in seconds, systems with numbers, three milestones with a test for each, and what not to build.
  4. Download four files and put them in an empty project folder: GAME_SPEC.md, game_spec.json, AGENTS.md and PROMPT.md.
  5. Optional: see a 5 second clip of the idea, then price the asset kit drawn in the same style.

What is inside a spec, with the kite example

A spec is a few pages, not a fifty-page design document. Developers on r/aigamedev keep repeating one rule: the repository says what the game is, the design doc says what it is supposed to be, and tests hold the two together. The spec is built around that rule, so it has three layers that change at different speeds.

PartWhat it holdsIn the kite specWho changes it
IntentPitch, core verb, loop, controls, camera, look, things not to buildVerb "glide", a loop of 4 steps in about 15 sOnly you
SystemsRules plus numbers to paste into one config file4 systems, e.g. glide_flightYou, after a playtest
PlanMilestones, each with a done-when test, playtest steps and invariants3 milestones; the first uses grey boxes onlyYou
Asset manifestEvery file the game needs, with its prompt and file name4 files, each prompt starting with the style stringFilled by the kit
StateWhich milestones are done, what was built, notesEvery milestone starts as todoYour agent

The first milestone is crude on purpose. A post on r/ClaudeGameDev about an idea-to-first-build kit got the same reply more than once: people abandoned games because the first week went on art for something that was not fun yet. So milestone one is grey boxes and the core verb, and its test is that a playtest finishes one loop.

Genres and when to pick each

GenreCore verbOne loopBest forNot for
Obby / platformerjump45 sa first Roblox game; easy to test stage by stageideas that need combat or a story
Simulator / tycooncollect30 sRoblox games built on upgrades and numbers going upa short game you finish in one sitting
Survivors-like / hordedodge20 sweb games with a strong feel in the first minuteplayers who want to aim by hand
Cozy 3D toyglide60 sone satisfying action and a calm look, made to share as a clipanyone who needs win and lose states
RPG / adventureexplore120 ssmall adventures with three areas and ten levelsopen worlds; the scope runs away
Voxel world / city builderbuild60 splacing things and watching a town growfast action
Co-op for twocarry90 stwo friends, one shared goala solo game; it needs two players to test

The verb is a starting point. If your line describes a different action, the spec uses yours. The art style only changes how things look, so any genre works with any style.

Handing the spec to Claude Code, Codex or Cursor

AGENTS.md is the file coding agents read before they start. Ours tells the agent to treat the intent as fixed, to finish one milestone per session, to keep every tunable number in one config file and to record progress in the state section only. For Roblox it adds the rule developers complain agents break most: money, damage and purchases stay on the server, and the client only asks. For a web game it asks for a single page with three.js and a window.__game object that a playtest script can read.

PROMPT.md is the first message to paste. It names milestone one and asks the agent to explain its project layout in five lines before writing code. If your agent speaks MCP, connect spawnpop on the agent page and it can call game_concept, update_state and asset_kit itself; the MCP docs for agents list every field.

Original games only

The generator does not take "make it like" a named game. Coding agents now decline to rebuild a specific existing game even when it is renamed, players and storefronts are hostile to clones, and a spec built on someone else's game would stall in your own agent. So names of games, characters and brands are taken out of your line, the spec records which, and the prompts describe genre and look in plain words. Describe the feeling you liked instead: the jump, the pace, the colours.

What it costs

A spec costs nothing and needs no account. The 5 second clip is a preview at no charge, one per device, offered in some countries. The asset kit is paid in credits and you see every line and the total before anything is made:

Kit itemCreditsAbout
GUI set with its finished screen200$1.00 to $2.00
Icon pack100$0.50 to $1.00
Thumbnail80$0.40 to $0.80
Game icon40$0.20 to $0.40
3D prop (each)80$0.40 to $0.80
Music loop60$0.30 to $0.60

A failed item is refunded to your balance automatically and credits never expire. The kit download includes the four spec files. The pieces can also be made one at a time with the Roblox GUI maker, the Roblox icon maker and the Roblox thumbnail maker.

Where this came from, and how the examples were made

The idea of using a short gameplay video as the design reference comes from the open-source video-to-game project by Lovis Odin (MIT licence), which turns 10 to 15 second clips into small three.js games. We borrowed its checklist and its rules for the video prompt; the specs, the presets and the kit are our own. The examples and the clip on this page are single runs of our generator on 2026-10-31, shown as they came out.

Game idea generator questions

What is a game spec, and how is it different from a game design document?

A game design document is usually long prose for a team. The spec here is two to four pages with numbers in it: one core verb, a loop of three to five steps, systems with parameters you can paste into a config file, milestones with a check that says when each is done, and a list of things not to build yet. People skim it, and a coding agent can follow it.

Can I ask for a game like one I already play?

No. The tool writes original games only. Names of existing games, characters and brands are taken out of your idea before anything is written, and the page tells you which ones. Coding agents such as Claude Code now refuse to rebuild a specific existing game, so a spec that names one would stall your build anyway. Describe the genre and the feel in your own words instead.

What are the intent, plan and state layers?

Intent is what the game is meant to be and stays fixed while you build. Plan is the milestones, the playtest steps and the rules a test can check. State is what has been built so far. Your agent updates the state, never the intent, so it cannot quietly rewrite the design to match whatever it made.

Which coding agents does it work with?

Any agent that reads files: Claude Code, Codex and Cursor all pick up AGENTS.md and GAME_SPEC.md from the project folder. PROMPT.md is the first message to paste. If your agent supports MCP, it can call game_concept, get_spec, update_state and asset_kit directly.

Does a game spec cost anything?

Yes. Writing a spec costs nothing and needs no account. There is a daily limit per device and network; past it you still get a spec, built from the genre and style presets alone.

What is the 5 second concept video?

A short clip of what one moment of your game could look like, made from the spec: the camera, the art style, the palette and the core verb. It costs no credits: a preview, one per device, stamped as a preview, and offered in some countries only. Use a frame of it as the style reference for your assets.

What is in the asset kit and what does it cost?

The kit is planned from your spec: a GUI set with its finished screen, icons, a game icon and thumbnail, 3D props and a music loop, as the genre needs, all in the spec's style. You see every item and one total in credits before anything is made, and a failed item is refunded automatically. The kit download includes the spec files.

Should I pick Roblox or web?

Pick Roblox if you build in Roblox Studio: the spec adds rules that keep money, damage and purchases on the server, the RemoteEvents to use and a folder layout. Pick web for a single-page three.js game: the spec adds a state object your agent can read in a playtest and a no-build-step setup.

Does it build the game for me?

No. It writes the plan and makes the art; your coding agent writes the code. The first milestone is deliberately crude, grey boxes and no art, so you find out whether the game is fun before spending anything on assets.

Other tools

One line is enough to start

Pick a genre and a style, write your idea, and get a spec your agent can build.

Write my game spec