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Levelwick · 9 prompts

Educational (kids learning) game prompts for AI game makers

Practice maths, reading, science and more through play. Short sessions, encouraging feedback, and content you have checked yourself.

Tips for educational (kids learning) games

starter

Number bonds balloons

Make a maths game for ages 5-7 practising number bonds to 10. A number from 1 to 9 is shown on a basket. Balloons with numbers float up slowly; the child taps the balloon that adds up with the basket number to make 10. Correct: the balloon pops into stars and a cheerful sound plays. Wrong: the balloon wobbles and gently says 'Try another one!' (no penalty). After 10 correct answers, show a reward screen with a certificate-style message and a Play Again button. Large text, bright soft colours, no timers.

A specific skill, age range and gentle wrong-answer rule make it classroom-ready.

Follow-up tweaks

intermediate · tested ✓

Times tables race

Make a times tables practice game for ages 7-10. The child picks which tables to practise (2 to 12, multiple allowed). A cartoon car races along a track; each correct answer moves it forward, typed on a number pad (on-screen and keyboard). Wrong answers show the right answer for 2 seconds and the question comes back later in the round. 20 questions per race. At the end, show the questions that took longest or were wrong as 'practise these next time'. Save the best time per table set. Clear fonts and calm colours.

Repeating missed questions later in the round is a simple form of spaced practice.

Follow-up tweaks

starter

Phonics word builder

Make a phonics game for ages 4-6. A picture of a simple object (cat, sun, dog, hat, pig, bus) is drawn in code with basic shapes. Below it, empty letter boxes match the word length. Letter tiles in a tray include the correct letters plus 2 extras. The child drags letters into boxes (touch and mouse). Each letter says its sound using speech synthesis when tapped. When the word is complete and correct, the picture does a happy bounce and the full word is spoken. Words come from an editable list of CVC words.

Combining sounds, pictures and drag-and-drop fits early reading without needing audio files.

Follow-up tweaks

intermediate

Solar system sorter

Make a science game for ages 8-11 about the solar system. Planet cards (drawn as coloured circles with names) must be dragged into the correct order from the Sun. After ordering, a quiz round asks 5 questions from an editable list (e.g. 'Which planet is largest?') with 3 answer buttons each. Each planet card can be tapped to show 2 short facts from an editable list (check facts before use). Score with stars, no time limit. Dark starry background, planets roughly to relative colour.

Keeping facts in an editable list lets the teacher verify everything the game says.

Follow-up tweaks

starter

Clock reading game

Make a game for ages 6-8 to practise telling time. An analogue clock face is drawn in code. Mode 1: the clock shows a time and the child picks the correct digital time from 3 options. Mode 2: a digital time is shown and the child drags the clock hands to match (hands snap to 5-minute steps). Start with o'clock and half past, then quarter past/to, then 5-minute times as the child gets 5 in a row right. Encouraging messages only. Large, clear clock with numbers.

Explicit difficulty steps (o'clock first, then halves, quarters, fives) follow how the skill is taught.

Follow-up tweaks

intermediate

Spelling garden

Make a spelling practice game for ages 7-10. The game speaks a word using speech synthesis and shows a sentence using it with the word blanked out. The child types the word. Correct spellings grow a flower in a garden at the bottom of the screen; wrong spellings show the correct spelling letter by letter, highlighting the letters that were different, then ask again later. Word lists are editable at the top of the code, grouped by week. A Repeat button says the word again. At the end, show which words to practise.

Showing the difference letter by letter turns mistakes into learning, not just a red cross.

Follow-up tweaks

intermediate

Fraction pizza shop

Make a fractions game for ages 8-10. Customers order pizza fractions like 'three quarters' or '2/8'. The player cuts a pizza into equal slices with buttons (halves, thirds, quarters, sixths, eighths) and taps slices to add toppings to the ordered amount. Equivalent fractions count as correct (2/4 = 1/2) with a message explaining why. 10 orders per day; customers have no time limit. Show coins earned and a day summary. Friendly cartoon pizza shop.

Accepting equivalent fractions with an explanation teaches the key concept instead of marking it wrong.

Follow-up tweaks

starter

Map explorer: continents

Make a geography game for ages 6-9. A simple world map with 7 continents drawn as rounded shapes in different colours, and 5 oceans labelled faintly. A friendly bird asks 'Where is Africa?' and the child taps the continent. Correct: the continent glows and a short fact from an editable list appears. Wrong: the correct continent gently pulses. 10 questions, then a sticker. Also an explore mode where tapping any continent says its name using speech synthesis. Big touch targets.

An explore mode alongside the quiz supports learning before testing.

Follow-up tweaks

advanced

Coding robot path

Make a coding-for-kids puzzle game for ages 7-11. A robot sits on a 6x6 grid and must reach a battery. The child builds a program by tapping arrow blocks (forward, turn left, turn right) into a sequence bar, then presses Run to watch the robot follow it step by step with the current block highlighted. Hitting a wall stops the robot with a friendly message. Later levels add a Repeat block (repeat the next block N times) and a Function block. 15 levels with gentle steps. Bright, clean, big blocks for small fingers.

Highlighting the executing block shows children cause and effect, the core of learning to code.

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)Cozy sim (farming, cafe, garden)Endless runnerShooter / shmup (cartoon, non-graphic)Word gamesRhythm and musicIdle and clickerSportsRoguelite dungeonCard and board games