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AI Craft

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10 contributions to AI Craft
LET ME BLOW YOUR MIND! Here is my ZERO PROMPT game!
Yes, I know, it sounds utterly crazy...but its true. I woke up this morning to my daily app that has been crafted for me. So obviously there was a prompt (two in fact) involved in creating this, but I had nothing to do with it. It was fully automated. So the prompt was automatically created for me (actually taking inspiration from any current news, entertainment news, or sports news). In this case it took some sports news of the day and ran with that. Below are two versions of the game it created. The first is what I woke up to, fully working but a bit basic (but actually fun and addictive which was a bit of a surprise). Here it is: HEAT CHECK The second version below is after a few more prompts to add some additional modes including two player. It's meant to be played on iphone (it should be PWA compliant so add to home screen and play from there so it behaves like a native app) but should work on phone too. Please note that Gemini AI Studio is not my normal platform to code in, however I'm using it for the zero code experiments as I have some credits to burn (EDIT: now has GLOBAL HIGH SCORES but you will need to login with a Google account to post a high score when asked to prevent spamming) https://heat-check-231071165515.us-west1.run.app/ I will do a follow up post to this of the first ZERO PROMPT game that I came up with (well in fact I didn't actually come up with it all lol, just came up with the process) which it decided to do based on the news surrounding Artemis II!!
LET ME BLOW YOUR MIND! Here is my ZERO PROMPT game!
0 likes • 2d
Try Blitz mode on the new version. I took that starting idea and brought in my own ideas to take a good concept and refine the gameplay to make it more addictive / rewarding. It’s WAYYYYYYYYYY improved. And it is the most fun mode so far. I know this because my kids wouldn’t go to bed because of “one more go”!! Also it has local and global leaderboards, three difficult levels (need to tune this, medium and hard are the best at this point) and two player on the same phone gameplay. More modes and daily leaderboards coming. However I have about 10 games on the go at the moment and more coming today as I have a couple of hundred dollars in free credit that expires tomorrow so I’m trying to get as many prototypes of my ideas done as possible before that happens. It ultimately leads to a bigger discussion. Which is where AI concepts ca then be crafted by human intelligence and creativity to come up with something genuinely fun and engaging. In this case I feel I was initially able to spot something that had potential as a simple game, and immediately start iterating in the ways I knew would be most likely to take it from “ok” to “ohhh this is fun” pretty quickly.
The First ZERO PROMPT game I received. ORION RUSH
See my other Zero Prompt post for more details...but thought I would share the first zero prompt game I received. Again, I set up the process to do this (just an experiment at the moment that I'm tweaking), but once I have set it all up once now I just receive daily games which is bases of current news or entertainment stories. This one was inspired by Artemis II (and actually before Artemis II got to the moon it started the player whatever distance it was actually from the moon in real time, now that it got there it starts from earth). Its created a flappy bird clone basically, so nothing too exciting or creative, but if you do get to the moon you get to to some surface stuff and the mechanic of starting the player from the location of Artemis II in real time was a neat idea for sure: https://orion-rush-526923614522.us-west1.run.app/ Unlike the HEAT CHECK game in my other post that had an original version and also one I tweaked, this one is just purely the Zero Prompt game as handed over to me without me doing anything apart from publishing it. This is early days of this process and I plan on refining the workflow and method significantly, but the fact that I'm getting playable (and in some cases actually FUN) games created for me without me actually doing anything at this point feels like something of a breakthrough. PS will work on touch screen or PC, however on iphone its very tricky as the game currently doesn't scale it depending on screen size, so iphone gives the player much less space to avoid things.!
The First ZERO PROMPT game I received. ORION RUSH
1 like • 5d
@Morgan Page and yes, I’m thinking if I could get a somewhat polished and fun app out there within 2-4 hours of a major news story breaking there’s a good chance of it going viral. The key is going to be getting it in the right hands or right places quickly. And I have absolutely no idea where to start there. The other opportunity I see is very similar, but looking ahead and upcoming news stories to get ahead of the game. For example the Justin Baldeoni vs Blake Lively case is starting to look like it could be huge when it comes to court in the next month or so. So knowing in advance creates the oppounity to create something engaging but then also a longer window to get it to people. But can’t be too soon before. Anyway, all just musings!
0 likes • 4d
@Morgan Page that’s a great idea. I’m targeting.4 hours for a polished end product. I continued to work on that hoop shooting game last night for a little while and the wife and kids all got addicted to it! With another hour I could essentially have it ready for prime time skate from the fact it’s a web app and Gemini au studio isn’t the best platform in that sense. But for experimentation purposes it works great.
So many ideas, so little time. Lets start with this one! INVASION
I spent around 3 months (well 6 months on and off as had a house move in the middle) making me feature rich and complete game LANDER (https://neonlander.com) which you can find on this page. It was meant as a learning experience to help me understand possibilities, structure and workflow. The message count was almost 1500 messages of back and forth, with 650 edits (the rest would have been me working with Lovable in plan mode). It was a massive undertaking. But with 4 kids and this being a niche game (albeit one I'm proud of), my next focus is on hugely streamlining the process. So that I can have fun prototypes up and running within ab hour or two max, before deciding whether to progress them further. So with that in mind I started looking at trying to get feature rich games within one or two prompts (with then a few more prompts likely needed just to correct anything glaring). My Hyperoids Game was the first to fully utilise this (https://https://hyper-friendly-shapes.lovable.app). The next in line is INVASION. The core game was up and running in two prompts (although the second prompt was automated so I only needed to give one prompt to get the product. I've subsequently given another 6 or 7 prompts to tweak a couple of control elements etc. The mad thing is, with this process I didn't even read what it was going to do, apart from me seeing there had been a competition here recently related to space invaders, so I used that as the starting point. This means when playing the game for the first few times (and even now), I had no idea what the power ups would do, that there was a smart bomb (massively overpowered hut guaranteed to make you laugh), and even some music for the boss levels. Oh, and there are 60 levels. Obviously to take it further it would need balancing and some play testing, but right now, its actually super fun to play. LANDER took me 6 months on and off. This took me less than 90 minutes!!!!!!!!!!! Works on PC and touchscreen and has full PWA compliance. So if you're running it on an iphone or ipad then add to home screen and run from there and it will look and play like a native app https://hyper-invasion.lovable.app/
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So many ideas, so little time. Lets start with this one! INVASION
Gamification vs Games
I've never successfully created a game (yet!). I build other kinds of software products. But Skool has really made me think about how powerful gamification is. Have any of you incorporated gamification into other types of products?
1 like • 8d
@Morgan Page that’s awesome to hear. Would love to learn more. I’ve had a crazy busy weekend with the kids but have lots to share but feel an epic post coming and need the time to do it properly. But I will give you a taster, I’ve been experimenting with one shot prompts for some time, refining my process. Mostly as a counter to my LANDER game which is currently over 1000 prompts and many many months. So on the one hand I have a game that has cost a LOT of money to develop and I’ve burned a serious amount of cash crafting it and spent hundreds of hours thinking about it, and on the other hand I am trying to create a game in one shot that can somehow approach the same level of quality and more importantly control and feel and be genuinely fun. Well. I’m now trying to take that a step further with a zero prompt approach (madness I know). Will try and post about it tomorrow. Thanks for everything you’re doing.
1 like • 5d
@Morgan Page I’m back in the office later today after a work trip away. Very excited to share some new stuff with you and everyone, and yes zero prompt lol. Although zero prompt isn’t my best work yet haha
Can AI build 2048 with one prompt?
Alright, at last in AI craft, we're tackling the addictive puzzle game, 2048! This one involves quite a bit of grid logic and merging mechanics, so I'm putting Claude to the test. I've given it a comprehensive prompt, detailing the 4x4 grid, how tiles appear, arrow key controls for swiping, the merging logic, score keeping, and the game-over conditions. This is exactly how 2048 should play. It's incredible to see the AI handle such nuanced game logic and deliver a fully playable experience so quickly. This truly redefines what's possible for indie game developers and hobbyists. Just imagine the time this saves! The AI: https://claude.ai The Prompt: Build a 2048 game using HTML, CSS, and JavaScript. The game should feature a 4x4 grid. Tiles with numbers (starting with 2 or 4) should appear randomly. Players can swipe tiles using arrow keys (up, down, left, right). When two tiles with the same number merge, they combine into a single tile with their sum, and the score increases. New tiles should appear after each valid move. The game ends when no more moves are possible (grid is full and no merges can occur). The goal is to reach the 2048 tile. Use a clean, modern visual style with different background colors for different tile values. Provide the complete code within a single HTML file.
1 like • 10d
Great work! For a moment I thought you were talking about Robotron 2084! Which made me think 'I should do an updated version of that'. So lets see what that random thought brings tonight!
1 like • 9d
@Morgan Page yes I’m sure I played a decent version on the BBC. It occasionally knocked it out of the park with games.
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Pete Clarke
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30points to level up
@pete-clarke-6408
Retro vector game designer.

Active 1d ago
Joined Feb 10, 2026
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