Introduction
Prompting best practices
How to talk to the agent so it builds what you actually wanted.
Most of the difference between "I love this" and "this isn't what I asked for" comes down to how you write the prompt. This guide is the short version of what works.
The headline rules
- Lead with the verb-and-noun. "Add a coin counter at the top-left." not "I was thinking maybe it would be cool if perhaps we couldโฆ"
- Be specific about visuals. "A small wizard in a blue robe holding a wooden staff." not "A character."
- Anchor numbers. "Wizard moves at 200 px/s, jumps 400 px high." beats "Make the wizard faster" โ though both work; the first lands closer to what you wanted on the first try.
- One change per turn (usually). Easier to undo if it's wrong; easier for the agent to do well.
- Show, don't only tell. Screenshot the preview (๐ท in the toolbar) and paste it into chat to point at something specific.
- Trust default knowledge. You don't have to teach the agent what a platformer is. You do have to tell it what kind of platformer yours is.
Initial-build prompts
A good first prompt for a project tells the agent:
- What kind of game โ top-down adventure, side-scrolling platformer, vertical bullet-hell, puzzle, simulation. One phrase.
- Visual style โ pixel art / vector / hand-drawn / "Studio Ghibli pastoral." If you have a reference image, attach it (paperclip in the chat input).
- Core mechanic โ what the player does.
- The first piece of feedback โ what happens when the player succeeds or fails at the core mechanic.
Example that's almost guaranteed to produce a playable prototype:
A pixel-art top-down adventure. The player is a small wizard in a blue
robe walking around a grassy field. They can collect coins scattered
around the field. Show a coin counter in the top-left of the HUD that
increments. Make a soft "ding" play when a coin is collected.Compare to a prompt that will produce ten clarifying questions:
I want to make a game.Iteration prompts
Once you have a playable build, prompts get shorter. Some patterns that work:
Tune-something prompts
The wizard moves too slowly. Bump speed by 50%.Make coins three times more common.Add-something prompts
Add an enemy: a slime that wanders randomly and damages the wizard
on contact. Two hits and the wizard dies โ show a Game Over screen
with a Retry button.Replace-something prompts
Replace the background music with a slow, melancholy chiptune track.Polish prompts
The coin pickup feels weak. Add a small particle burst at the coin's
position when it's collected, and shake the camera slightly.Bug-report prompts
The wizard can walk through the trees. They should block movement.Use screenshots when words fail
The chat input has a paperclip โ attach any image, or:
- ๐ท Screenshot in the preview toolbar captures the current canvas frame. The capture modal lets you send-to-agent, download, or discard.
- Record video (also in the capture menu) captures up to 15 seconds.
Common screenshot patterns:
- "This part looks wrong โ fix it" with the bad area screenshotted.
- "Make it look like this" with a reference image pasted.
- "The HUD is overlapping the player; move it here" with a screenshot and an arrow drawn (any image editor) showing where.
When the agent gets stuck
- Try less at once. If a prompt produces a broken build, undo the turn and break the change into two smaller steps.
- Be more specific about what's wrong. "The wizard isn't colliding with walls" is more useful than "collision is broken."
- Hand the agent a smaller scope. "Just focus on the player movement feel โ speed, acceleration, deceleration. Don't touch anything else."
What you don't need to say
- "Please" / "thank you" โ the agent doesn't care, doesn't cost less.
- "Make sure it works." โ implied.
- "Don't break anything else." โ say it only if a turn already did and you're calling out the regression.
- "Add comments to the code." โ the runtime is generated, you usually won't read it.
Examples by genre
Top-down adventure
Top-down adventure. Pixel art. Player is a knight with a sword.
Walk with WASD. Press space to swing the sword. There are 5 slimes
on the screen at start; each takes 2 hits to die. When all slimes
are dead, show "Victory!" centered.Side-scrolling platformer
Side-scrolling platformer in landscape orientation. Player runs
auto-right. Tap/click to jump. Procedurally place small ledges and
gaps. The player dies if they fall off the bottom. Score = distance
traveled, shown top-right.Match-3 puzzle
Match-3 puzzle on a 6x6 grid. Six gem colors. Swap adjacent gems
with a drag. Three-in-a-row clears and refills from the top.
Score = gems cleared. 60-second timer. Game Over shows final score.Bullet-hell
Vertical bullet-hell. Player ship at bottom, moves with arrow keys,
fires with space. Three enemy waves: straight-line shooters, sine-
wave dodgers, spiral-pattern shooters. Boss after wave 3. Player has
3 lives.