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.
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.
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.
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.
Turn an enemy or object into a reusable template. Drop new instances anywhere; edit the prefab once and sync every copy.
Add, rename and switch between levels from one toolbar — each one a real, independent scene file.
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.
Generate sprite art with AI, upload your own images, or drop in a plain shape to block out a level before the art exists.
Type one line. Here's the kind of game that comes back.
A game where you rescue cats stuck on rooftops, one screen per level
A top-down twin-stick shooter with waves of enemies and a score chase
A sokoban-style box pusher with 12 hand-designed levels
An endless runner with obstacles that speed up over time
A precision jumper with spikes, moving platforms and a level select
A Breakout clone with power-ups and a synthesized soundtrack
From one line of text to a playable game you can edit visually — in three moves.
Write your game idea in one line. It returns a full plan first — mechanics, entities, levels, scope — before writing any code.
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.
Fine-tune the level in the scene editor — sprites, tiles, animation, prefabs — then download the whole project as a .zip. The code is yours.
Most AI-generated games are technically playable but feel like a prototype. This one is instructed — and checked — against that, specifically.
Screen shake, squash & stretch, hit-stop, coyote time and jump buffering are part of every build — the details that make movement feel responsive.
Real envelopes and filtered-noise percussion for effects, plus a small algorithmic sequencer for background music — no audio files, generated in code.
Menu → play → game over cross-fade instead of cutting instantly — the same polish a shipped game has.
Every file is verified complete on write. If output is cut off, it resumes exactly where it left off — never a half-finished module.
Describe a problem and get a precise, targeted fix back — and it remembers the lesson for the rest of the build.
Adjust speed, gravity, difficulty and more with sliders while the game runs — no code, no rebuild, see the change instantly.
Most AI game tools trap your project inside their engine or platform. This one hands you the source.
A clean .zip of readable JavaScript. Open it in your own editor, host it anywhere — no proprietary runtime, no export lock.
The platform is optional after you download. Host it yourself, hand it to a dev, sell it. It's yours — not rented.
Your game plays in the browser as it's built — you're never staring at code wondering if it works.
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.
Not a hosted demo. Clean project structure, docs and deploy notes so it runs anywhere static HTML runs.
Use your own Claude or DeepSeek key — stored encrypted, billed by your provider. No markup, no middleman.
Leaderboards, a real shop with Stripe, ads, subscriptions, player accounts without login, and admin tools — built in, not bolted on afterward.
Global high scores with one click — no backend to set up, works the moment the game does.
Sell coins, cosmetics or upgrades through Stripe Checkout. Prices are always verified server-side — a player can never fake a discount.
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.
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.
Sell a recurring subscription that hides ads for paying players — cancel-at-period-end handled correctly, so a cancellation never cuts access early.
Revenue, purchases, inventory, subscribers and live player count for that specific game — never anyone else's data.
A private ID persists in the browser — scores, purchases and chat all just work, no signup required to play.
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.
Simple commands drive the whole build.
Pure HTML5/Canvas, vanilla JavaScript — full control, zero dependencies. A clean project structure, docs and deploy notes from the start.
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.
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.
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.
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.
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.
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.
Honest, feature-by-feature comparisons with the game tools people ask about.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Email us at support@prompt-master.ink and we'll get back to you.
Create an account, add your AI key, and build your first game today — the code is yours to keep.
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