AI Game Builder · Browser IDE

Describe a game.
Play it as it's built.

Type your idea in one line — a platformer, a top-down arcade, a puzzle. It plans the build, writes real HTML5/Canvas code step by step, and runs it live in your browser as it grows. Then open the visual scene editor: place sprites, paint tilemaps, build named animation clips, wire up sound and particles, manage levels — no code required for any of it. When it plays the way you want, download the whole project. Real source, yours to keep, host and sell.

The workspace

A visual scene editor, built into the chat.

Chat on the left, code in the middle, the game running live on the right. Open the 🎬 cena tab and place sprites by dragging, paint tilemaps with a brush and bucket, animate with named clips, wire up sound and particles per object, and switch between levels — all without touching code, all saved straight into your game's real source.

The visual stage shows games with freely-placed objects — platformers, top-down, space shooters, anything with a camera and a world. Grid-based games (match-3, sudoku, minesweeper) use a painted tilemap instead of loose objects, which the editor also supports but looks different on the stage. Games with no spatial layout at all — quizzes, idle clickers, rhythm games — skip the visual editor entirely and are built straight from chat, since there's no scene to place anything in.

🧱 Tilemaps

Paint floors and walls with a brush or bucket-fill instead of dragging blocks one by one. Mark tiles solid and the physics picks it up automatically.

🎞 Named animations

Build separate clips per object — idle, walk, jump — each with its own speed and loop mode. Switch clips live based on what's happening in the game.

📦 Prefabs

Turn an enemy or object into a reusable template. Drop new instances anywhere; edit the prefab once and sync every copy.

🗺 Multi-level

Add, rename and switch between levels from one toolbar — each one a real, independent scene file.

🔊 Sound & particles per object

Pick a synthesized sound effect and a particle effect for any object — coins chime, impacts burst, trails follow fast-moving objects. No audio files, no extra assets.

🖼 Sprites, your way

Generate sprite art with AI, upload your own images, or drop in a plain shape to block out a level before the art exists.

01

What you can make

Type one line. Here's the kind of game that comes back.

platformer →

A game where you rescue cats stuck on rooftops, one screen per level

arcade →

A top-down twin-stick shooter with waves of enemies and a score chase

puzzle →

A sokoban-style box pusher with 12 hand-designed levels

runner →

An endless runner with obstacles that speed up over time

platformer →

A precision jumper with spikes, moving platforms and a level select

arcade →

A Breakout clone with power-ups and a synthesized soundtrack

02

How it works

From one line of text to a playable game you can edit visually — in three moves.

STEP 01

Describe & plan

Write your game idea in one line. It returns a full plan first — mechanics, entities, levels, scope — before writing any code.

STEP 02

Generate & play

It writes the real game files phase by phase — engine, player, enemies, physics, audio, HUD — and it's playable at every step, live in the browser.

STEP 03

Edit visually, then download

Fine-tune the level in the scene editor — sprites, tiles, animation, prefabs — then download the whole project as a .zip. The code is yours.

03

Built to feel like a game, not a demo

Most AI-generated games are technically playable but feel like a prototype. This one is instructed — and checked — against that, specifically.

Game feel, not just physics

Screen shake, squash & stretch, hit-stop, coyote time and jump buffering are part of every build — the details that make movement feel responsive.

Layered synthesized audio

Real envelopes and filtered-noise percussion for effects, plus a small algorithmic sequencer for background music — no audio files, generated in code.

Smooth scene transitions

Menu → play → game over cross-fade instead of cutting instantly — the same polish a shipped game has.

No truncated files

Every file is verified complete on write. If output is cut off, it resumes exactly where it left off — never a half-finished module.

One-tap BUGFIX

Describe a problem and get a precise, targeted fix back — and it remembers the lesson for the rest of the build.

Live tunable parameters

Adjust speed, gravity, difficulty and more with sliders while the game runs — no code, no rebuild, see the change instantly.

04

Real code you own, not a locked engine

Most AI game tools trap your project inside their engine or platform. This one hands you the source.

Standalone HTML5/Canvas

A clean .zip of readable JavaScript. Open it in your own editor, host it anywhere — no proprietary runtime, no export lock.

No vendor lock-in

The platform is optional after you download. Host it yourself, hand it to a dev, sell it. It's yours — not rented.

Runs at every step

Your game plays in the browser as it's built — you're never staring at code wondering if it works.

Sprite editor, AI art, or upload

Draw pixel art right in the workspace, generate sprites from a text description, or upload your own images — all save straight into your project's assets.

Built to run in production

Not a hosted demo. Clean project structure, docs and deploy notes so it runs anywhere static HTML runs.

Bring your own AI key

Use your own Claude or DeepSeek key — stored encrypted, billed by your provider. No markup, no middleman.

05

Turn a game into a product

Leaderboards, a real shop with Stripe, ads, subscriptions, player accounts without login, and admin tools — built in, not bolted on afterward.

Leaderboards

Global high scores with one click — no backend to set up, works the moment the game does.

In-game shop, real payments

Sell coins, cosmetics or upgrades through Stripe Checkout. Prices are always verified server-side — a player can never fake a discount.

Bring your own Stripe account

Exporting to your own host? Ship with your own Stripe keys instead — a one-click installer sets up the database and admin password for you.

Ads, on your own domain

Drop in any ad network's script when you export to your own host — a generic slot, plus checks that keep bots and automated traffic from tanking your ad account.

Remove-ads subscription

Sell a recurring subscription that hides ads for paying players — cancel-at-period-end handled correctly, so a cancellation never cuts access early.

Per-game admin dashboard

Revenue, purchases, inventory, subscribers and live player count for that specific game — never anyone else's data.

Players without accounts

A private ID persists in the browser — scores, purchases and chat all just work, no signup required to play.

Async in-game chat

Players can leave messages inside the game itself. It checks in every few seconds rather than pushing instantly — built for casual back-and-forth, not a live messaging app.

06

You stay in control

Simple commands drive the whole build.

✅ NEXT · build the next step 🚀 CONTINUE · resume if output was cut 🐛 BUGFIX · describe a problem, get a fix ⚖️ BALANCEAR · tune difficulty or feel 🔄 REGENERATE · rebuild one step 📦 SNAPSHOT · save & resume later
07

One engine, done properly

Pure HTML5/Canvas, vanilla JavaScript — full control, zero dependencies. A clean project structure, docs and deploy notes from the start.

08

Want the prompts, not the app?

Buy the exact instructions + knowledge files behind the engine and run them yourself — in Claude, the API, or any AI coding tool. Unlimited use, no per-run fee to us.

Game — Canvas 2D (vanilla)

A complete 2D browser game in pure HTML5 Canvas and vanilla JavaScript — game loop, sprites, input, collision, audio, scenes and HUD. No engine, no framework, no build step. Optional PHP backend for highscores and cloud saves, delivered ready to drop on any host.

€300.00
View & buy

HTML Template (static)

A complete static website template — landing page, one-pager or multi-page — in clean HTML5, modern CSS and vanilla JavaScript. No framework, no backend, no build. Responsive, accessible, SEO-ready, and delivered as ready-to-copy files you can open straight in a browser.

€300.00
View & buy
See the full Prompt Library →
09

Need a prompt for something we don't sell yet?

Describe the AI assistant or system prompt you need. We generate a custom instructions + knowledge pack for it, built with the same methodology behind our own stacks — priced by complexity, not by luck.

Simple €9.00
Standard €29.00
Advanced €79.00
Expert €399.00
Learn more about the Prompt Generator →

How it compares

Honest, feature-by-feature comparisons with the game tools people ask about.

vs Rosebud vs GDevelop vs Bolt.new vs v0

Questions

Do I own the code my game is made of?

Yes. You get a real, standalone HTML5/Canvas project with no platform lock-in — download it, edit it in your own IDE, host it anywhere, publish it or sell it. The platform is optional after you export.

What kind of games can I make?

2D browser games — platformers, top-down arcade, puzzles, match-3/grid puzzles, rhythm games, anything you'd build with sprites and a tilemap. Pure HTML5 Canvas — vanilla JavaScript, zero dependencies.

Do I need to know how to code?

No. Describe your game idea in plain words and watch it get built, live, in your browser. If you do code, it's real, readable source — not a locked drag-and-drop black box.

What does the visual scene editor actually do?

Drag sprites onto a canvas to place them, paint tilemaps with a brush and bucket tool, build named animation clips (idle/walk/jump), turn any object into a reusable prefab, attach a sound and particle effect to any object, and manage multiple levels — all without touching code. It saves straight into your game's source.

How is this different from Construct, GDevelop or Rosebud?

Those keep your game inside their engine or platform — exporting is an afterthought, if it exists at all. Here the download is the point: a clean .zip of standard HTML5/Canvas code you can open, run and own from the very first build, not just at the end.

Do I need my own API key?

Yes. You bring your own Anthropic (Claude) or DeepSeek API key, so usage is billed to you directly by your provider. Your key is stored encrypted and never shared.

What if a step has a problem?

Use BUGFIX — describe the issue and get a precise fix back. You can also resume a step that was cut off, or regenerate any single step without losing your place.

Can I add sound and music without recording anything?

Yes — every game ships with a layered synthesis audio engine: real envelopes and filtered-noise percussion for effects, plus a small algorithmic sequencer for background music. No audio files, no recording, generated entirely in code.

Do I need to install anything?

No. Planning, generating, editing the scene and downloading all happen in your browser, on a computer or phone. Each project's README shows how to run or deploy what you built.

Can I sell in-game items or run a leaderboard?

Yes — a global leaderboard and a shop with real Stripe payments are one click each from the workspace. Prices are always checked on the server, never trusted from the player's browser. Exporting to your own host? Ship with your own Stripe account instead — an installer sets it up for you.

Can I run ads, or sell a subscription to remove them?

Yes, once you export to your own host — ad networks need to verify domain ownership, which only makes sense once you control the domain. Drop in any network's script, and optionally sell a recurring subscription that hides ads for paying players; canceling never cuts access early, it just doesn't renew.

How do I get help?

Email us at support@prompt-master.ink and we'll get back to you.

Ready to build a game?

Create an account, add your AI key, and build your first game today — the code is yours to keep.

Start building free