Your first game
A walkthrough of one full first-build session — what you ask, what the agent does, what to do next.
This guide shows what a first project looks like end-to-end: not just the buttons to click, but the actual back-and-forth with the agent and what shows up in the preview pane along the way.
We'll build a simple coin-collecting game.
Create the project
From the home page, click + Create in the top header.
- Title:
Coin Hunter - Description:
Top-down wizard picks up coins on a grass field. - Orientation: Landscape (the field will scroll horizontally).
- Dimension: 2D (the default).
Submit. You'll see the Konami-keys loader for a few seconds while the workspace is provisioned, then the editor opens with an empty chat panel and "Preparing workspace" in the preview area.
The first prompt
In the chat panel, type the first real ask. Don't worry about being terse yet — initial prompts can carry a lot of detail. The agent will use it to make better defaults.
A top-down pixel-art game. The player is a small wizard in a blue robe
with a pointy hat. They walk on a green grassy field with WASD or arrow
keys. There are 10 gold coins scattered around. When the wizard walks
over a coin it disappears with a soft "ding" sound and the counter
increases. Show the coin counter in the top-left of the HUD as
"Coins: 0 / 10". When all 10 are collected, show "Victory!" centered
on screen.Send.
What you'll see happen
Above the chat input, the activity strip starts showing what the agent is doing in monospace. Roughly in order:
Acknowledgement — a short reply in the chat acknowledging what it heard. Sometimes one clarifying question (pick the most obvious answer — you can change anything later).
Asset generation or library lookup — the agent searches the asset library for a fitting wizard, grass tile, and coin. If nothing suitable exists it generates them via AI image generation.
Code writing — Phaser scene + sprite + tilemap + HUD code. You don't have to read it, but you can later via Change history.
Build — the workspace compiles. Takes 5–15s the first time.
The preview loads, and the Versions menu in the top bar shows a new commit with unpublished changes.
Total time: usually 1–3 minutes.
Play it
The preview pane top-bar shows Edit / Play. You'll be in Play by default. Click anywhere on the canvas to give it keyboard focus, then walk the wizard around with WASD. Pick up a coin. The counter updates. Pick up all 10. Victory.
Iterate
You'll probably want some changes. Send each as a separate prompt:
Make the wizard 30% faster.The coins look too small. Make them bigger and add a slight bobbing
motion so they're easier to see.Add background music — something light and cheerful, looping.Each turn:
- The activity strip shows what the agent is doing, and a Stop button is available if you asked for the wrong thing.
- A new commit is recorded — see Change history.
- When the build is ready, the preview reloads.
Use Edit mode for fine placement
If the coins ended up in awkward spots or you want to add a few more by hand, click Edit in the toolbar.
In Edit mode:
- The preview reloads to show the scene's design data — the entities as authored, with no game code running. It is not a paused copy of the running game.
- The left panel switches to the Scene tab — the scene list and the entity hierarchy.
- The Assets tab becomes a drag source for sprites.
- Click any entity to open the Inspector on the right — position, sprite, behaviour parameters, and an Ask AI box scoped to that entity.
To add three more coins by hand: drag the coin asset from the Assets tab onto the canvas at three different positions.
Press Cmd+S (or click Play) to commit the placements and rebuild. Auto-save also runs every ~10s if you forget.
More on Edit mode: The editor.
Publish when you're happy
Open the Versions menu → Publish. That opens the Publish tool, where
you fill in the store listing once (title, description, category, cover, a
square logo, a screenshot, an age rating, target platforms), submit it for an
automated review, and then release it. Your game goes live at
<AppDomain />/play/{gameId}.
Full walkthrough: Publishing your game.
What just happened
You used:
- The chat panel for natural-language asks.
- The editor for direct manipulation.
- The publish pipeline for a real, versioned release.
Behind the scenes the agent was doing real software engineering — writing code, running builds, generating assets, fixing its own bugs. You didn't have to look at any of that, but it's all there if you want to.