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Levelwick · 9 prompts

Cozy sim (farming, cafe, garden) game prompts for AI game makers

Gentle loops of planting, serving and decorating. No fail state needed; satisfaction comes from growth, routines and small surprises.

Tips for cozy sim (farming, cafe, garden) games

starter

Tiny farm plots

Make a cozy farming game on one screen with a 6x4 grid of soil plots. Click/tap a plot to cycle: till, plant seed, water. Seeds: Turnip (2 coins, ready in 2 days), Carrot (5 coins, 3 days), Pumpkin (12 coins, 5 days). A day passes every 60 seconds or when the player presses the Sleep button. Watered plots grow one stage per day; unwatered plots don't grow. Harvest by tapping a ripe plant; sell from a basket for 2x seed price. Show coins and day number. Save progress in localStorage. Soft earthy palette, crops grow through 3 drawn stages.

Clear growth rules (watering required, days to ripe) make the core loop work immediately.

Follow-up tweaks

intermediate · tested ✓

Corner cafe

Make a cafe management game. Customers walk in and sit at one of 4 tables, each with a speech bubble showing an order (tea, coffee, cake, sandwich). The player taps the matching item on a counter to prepare it (tea takes 2 s, cake 4 s with a progress ring), then taps the customer to serve. Each customer has a patience heart that drains; serving fast gives a bigger tip. A day lasts 3 minutes. At day's end, show earnings and let the player buy upgrades: faster kettle, extra table, nicer decor that increases tips by 10%. No game over; a bad day just earns less. Warm wood tones and soft lighting.

No fail state plus small upgrades keeps the cozy feel while giving a reason to play another day.

Follow-up tweaks

starter

Window box garden

Make a relaxing garden game. A window box with 5 pots. Tap a pot to plant a random flower seed; flowers grow over real time (one stage per minute, 4 stages). Tapping a growing plant with the watering can (selected from a toolbar) speeds the next stage by 10 seconds. Fully bloomed flowers can be picked into a vase, which fills a collection book with that flower's colour and name. 12 flower types to discover. Progress saved locally. Soft rain sounds optional via a toggle. Pastel palette, gentle sway animation.

Real-time growth with an optional speed-up supports both idle and active play.

Follow-up tweaks

intermediate

Bakery orders

Make a cozy bakery game. Each day starts with 3 order cards (e.g. '2 loaves, 3 muffins'). Baking: drag ingredients (flour, sugar, eggs, berries) into a bowl in a recipe's order, tap Mix, then drag the bowl into the oven. Baking takes 5 seconds; leaving it more than 3 seconds after the ding burns it (it still sells for half). Recipes are listed in a little recipe book that the player opens anytime. Completed orders pay coins; coins unlock new recipes. 6 recipes total. Save locally. Gingham and cream palette.

A forgiving burn rule (half price, not failure) keeps tension without punishing.

Follow-up tweaks

starter

Pond and fish

Make a calm fish-keeping game. A pond seen from above with gently moving water. Buy small fish (3 types) from a shop for coins. Feed them by tapping the water; food pellets sink slowly and fish swim to eat them. Fed fish grow over time and drop a shiny scale coin every minute. If not fed for 10 minutes they stop dropping coins but never die. Decorations: lily pads, stones, a little bridge; drag to place. Progress saved. Peaceful blues and greens, soft ripples where tapped.

Saying fish never die is an explicit design choice the AI would otherwise ignore.

Follow-up tweaks

intermediate

Cottage decorating

Make a room decorating game. A cozy room drawn in simple isometric style with a floor grid of 8x8 tiles. An inventory drawer at the bottom holds furniture pieces (bed, rug, lamp, plants, shelf, table, chairs). Drag pieces onto the floor; they snap to the grid and can't overlap. Tap a placed piece to rotate it or send it back. A 'cozy score' rises with variety and items placed near each other in sensible groups (lamp near chair, plant near window). Unlock new pieces every 50 cozy points. Save the room locally. Warm afternoon lighting colours.

Snap-to-grid and no-overlap rules make decorating reliable on mobile.

Follow-up tweaks

intermediate

Market stall

Make a cozy market stall game. Each morning the player chooses what to stock from a wholesaler (apples, honey, candles, bread) with limited coins. During the 2-minute market day, villagers walk past; some stop and ask for an item. The player sets prices with + and - buttons before opening; villagers buy if the price is within their mood range (shown after a sale as a smile or a shrug). Unsold perishable items lose value next day. Weekly summary shows best sellers. Save locally. Market awning stripes, chunky friendly villagers.

Price-setting with visible reactions teaches the player the system without a tutorial.

Follow-up tweaks

advanced

Lighthouse keeper evenings

Make a cozy sim about running a lighthouse. Each evening, ships appear on the horizon. The player keeps the lamp lit by refilling oil (tap the oil tank, then the lamp) and wiping fog from the glass (swipe or drag). Ships safely passing give a thank-you letter that unlocks a small story note. Between evenings, the player spends coins on repairs: paint, stairs, a kettle, a cat bed. 14 evenings in total with a gentle ending. No losing: if the lamp goes dark, ships wait until it's relit. Save after each evening. Painterly dusk palette with a soft rotating beam.

A fixed number of evenings gives a cozy game a satisfying ending instead of endless grinding.

Follow-up tweaks

starter

Bee and flower meadow

Make a gentle meadow game. Bees fly between flowers automatically and return honey to a hive. The player taps empty ground to plant flowers (costs 5 honey) and taps the hive to collect honey. More flowers nearby means bees make honey faster. Every 100 honey, a new bee joins. Seasons change every 5 minutes; in winter, bees rest and flowers fade but come back in spring. Saved locally. Use rounded shapes, a soft yellow and green palette, and bees with tiny wing flutters.

Linking flower placement to honey speed gives the player a meaningful choice in a calm loop.

Follow-up tweaks

Something not working? Fix & tweak recipes · token-saving tips

Levelwick Pro

Ship a whole game, not just a first draft

30 fill-in master templates with worked examples, 12 multi-step build recipes (what to prompt, what to check after each step, and the fix prompt when it breaks), 40 bug-fix prompts by symptom, 20 art-direction briefs with upload tips, and a game-design + launch checklist. Markdown files, instant download.

One-time $12. Use and adapt the prompts in your own games, commercial ones included. 14-day fix-or-refund if it doesn't work as described. Secure checkout by Stripe.

Free sampler

T01 · Path defense master template (template)

Use it for: classic tower defense with a fixed route and placed towers. The most reliable starting point for the genre.

Variables

VariableWhat to writeExample
{{theme}}Setting in a few wordsbackyard garden
{{enemy}}Who walks the pathslugs
{{base}}What the player protectsthe garden gate
{{waypoints}}Path as a waypoint description6 waypoints snaking left to right
{{tower_1..3}}Name, price, rolePea Shooter, 25, single target
{{start_money}} / {{reward}}Economy100 / 5
{{lives}} / {{waves}}Lose and win conditions10 / 12
{{palette}}Visual styleflat bright greens and browns

Master prompt

Make a one-screen 2D tower defense game set in a {{theme}}.
PATH: {{enemy}} walk a fixed path through {{waypoints}} to {{base}}. Draw the path clearly. Enemies move from waypoint to waypoint and never leave the path.
BUILDING: The player clicks or taps an empty build tile beside the path to open a small menu of towers:
- {{tower_1}}
- {{tower_2}}
- {{tower_3}}
Greyed-out buttons when unaffordable. Tapping a built tower shows its range circle and a Sell button (refund 50%).
ECONOMY: Start with {{start_money}} coins. Each enemy defeated gives {{reward}} coins with a floating "+{{reward}}".
WIN/LOSE: {{base}} has {{lives}} lives; each enemy that reaches it costs 1. Survive {{waves}} waves to win.
WAVES: Waves start with a Start Wave button. Use a wave list: each wave adds enemies and +10% enemy health; every 4th wave adds a faster enemy type; the last wave has a boss with a health bar.
FEEDBACK: Enemies flash white when hit, pop into particles when defeated, and the screen shakes briefly when a life is lost.
HUD: coins, lives and wave number at the top; Start Wave and Pause buttons.
STYLE: {{palette}}, simple shapes drawn in code, no external images.
CONSTRAINTS: one HTML file, works with mouse and touch, all movement based on elapsed time, Restart button on the win and lose screens.

Worked example

Make a one-screen 2D tower defense game set in a backyard garden. PATH: slugs walk a fixed path through 6 waypoints snaking from the left edge to the garden gate on the right… Towers: Sprinkler, 10 coins, slows enemies 40% in range; Pea Shooter, 25 coins, single target; Bee Hive, 40 coins, small area damage. Start with 100 coins, 5 per slug. 10 lives, 12 waves. Flat bright greens and browns…

After the first generation, check: enemies stay on the path; towers only fire within the drawn range; selling refunds the right amount; the boss appears on the last wave.

Strong follow-ups

  • "Add a 2x speed button. Don't change anything else."
  • "Add upgrades: tap a tower to upgrade to level 2 (+50% damage) for 1.5x its price."
T13 · Classroom quiz engine template (template)

Use it for: any subject quiz you'll reuse with new questions every week.

Variables

VariableExample
{{subject}}Year 6 science: forces
{{questions}}your list, pasted in the format below
{{timer}}20 seconds, or "no timer"
{{teams}}2 to 4 teams, or "single player"
{{reward}}a star burst and a "Great thinking!" message

Master prompt

Make a quiz game for {{subject}}.
DATA: put all questions in an editable array at the very top of the code, clearly labelled QUESTIONS. Each item: question, four answers, index of the correct answer, optional explanation. Use exactly these questions:
{{questions}}
FLOW: shuffle questions and answer order; never repeat within a game. One question at a time with four large buttons (keys 1-4 also work).
TIMER: {{timer}}.
TEAMS: {{teams}}. If teams: show whose turn it is; correct = +10 to that team; turns rotate each question.
FEEDBACK: correct: {{reward}}. Wrong or timeout: chosen answer red, correct answer green, explanation shown for 3 seconds.
END: scoreboard, list of missed questions with correct answers, Play Again.
DESIGN: high contrast, at least 28 px answer text, readable on a projector and a phone.
CONSTRAINTS: one HTML file, works offline, no external fonts or images.

Question format to paste

Q: What force pulls objects toward Earth? | Friction | Gravity* | Magnetism | Air resistance | Gravity pulls everything with mass toward the Earth's centre.

(An asterisk marks the correct answer; the last field is the explanation.)

Check: the asterisk is removed from displayed text; explanations show for wrong answers only; teams rotate correctly after a timeout.

Ship a tower defense in 6 prompts · Step 1 of 6 (recipe-step)
Make a one-screen 2D tower defense game. Cartoon beetles walk a fixed path of 6 waypoints from the left edge to a tree stump on the right. The player clicks or taps a grass tile to place a Leaf Turret for 25 coins; it shoots the nearest beetle within 120 px once per second. Start with 100 coins; each beetle gives 5 coins. The stump has 10 lives; each beetle reaching it costs 1. A Start Wave button sends 8 beetles. Show coins, lives and wave at the top. Shapes drawn in code, flat greens and browns. Restart button on game over.

Check after:

  • Beetles follow the path exactly and never cut corners through grass.
  • Turrets can't be placed on the path or on top of each other.
  • Coins rise on each defeat; lives drop when a beetle reaches the stump.

If it breaks:

  • *Beetles leave the path:* "Move enemies from waypoint to waypoint in a straight line at constant speed; when within 2 px of a waypoint, snap to it and target the next one. Don't change anything else."
  • *Towers placed on the path:* "Mark path tiles as unbuildable using a grid; highlight buildable tiles on hover in green and unbuildable in red."
A cozy farm in 8 prompts · Step 1 of 8 (recipe-step)
Make a cozy farming game with a 6x4 grid of soil plots. Tap a plot to cycle: till, plant, water. Seeds: Turnip (2 coins, 2 days), Carrot (5, 3 days), Pumpkin (12, 5 days), chosen from a seed bar. A Sleep button advances the day. Watered plots grow one stage per day (3 visible stages); unwatered plots don't grow. Tap a ripe plant to harvest into a basket. Start with 20 coins. Show coins and day.

Check: crops only grow when watered; watering resets each morning.

Checklist · Core loop (checklist)
  • [ ] I can describe the game in one sentence: the player does X to achieve Y while avoiding Z.
  • [ ] The main action is fun on its own for 30 seconds, before any upgrades or levels.
  • [ ] Every action gives an immediate visible result.
  • [ ] There's a reason to do the action again (score, progress, story, collection).
  • [ ] The game has a clear end state for a session (game over, level complete, day end) or a natural stopping point for idle/cozy games.
  • [ ] I removed features that don't support the core loop.
Fix prompt: "Remove [feature]. It doesn't support the core loop. Don't change anything else."
Checklist · Mobile and touch (checklist)
  • [ ] The game works with touch only, without hover.
  • [ ] Touch targets are at least 48-64 px, with space between them.
  • [ ] Multi-touch works (move and jump at once).
  • [ ] The page doesn't scroll, zoom or pull-to-refresh during play.
  • [ ] The game fits portrait and landscape, or clearly asks to rotate.
  • [ ] HUD stays clear of notches and rounded corners.
  • [ ] Audio starts after the first tap.

More genres

Tower defenseRacingTrivia and quizPlatformerPuzzle (match, slide, logic)Party (pass-the-phone, local multiplayer)Endless runnerShooter / shmup (cartoon, non-graphic)Word gamesRhythm and musicIdle and clickerSportsRoguelite dungeonEducational (kids learning)Card and board games