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Levelwick Guide · ebook + course
Ship a browser game with free AI tools
For anyone who makes games by describing them. Go from a one-line idea to a public game that plays on phones, works offline, installs like an app and, if you want, earns through a fair one-time unlock. Lesson 1 is free, in full, below.
PDF + EPUB + HTML course · instant download · use every prompt in games you sell · 14-day fix-or-refund · secure checkout by Stripe

What you will ship, lesson by lesson
Free lesson · 1 of 8
Lesson 1. Idea and scope: pick a game you can finish
Goal: a one-page spec for a game small enough to finish this week, designed so people want to play it again and show it to friends.
Most AI-made games die in the same place: the first prompt asks for too much. "An open-world RPG with crafting, quests and a day-night cycle" produces something that half-works in ten directions, and every fix breaks two other things. The games people actually finish, and the ones that spread, are tiny. One-tap arcade games, daily word puzzles, merge games and single-screen shooters all share a short list of traits, and you can design for them on purpose.
What makes a small game spread
Use this as a filter for every idea. A strong idea ticks at least four.
- Playable in two seconds. One tap, one key, or one simple rule. No tutorial screen. If you need to explain the controls in more than one line, the idea is too big for a first game.
- Short rounds, instant retry. Rounds of 3 to 10 seconds, and a restart that takes one tap and under half a second. "One more try" only happens when trying again costs nothing.
- Brutal but fair. Players should lose fast, but always know why, and always feel they could have done it. Unfair deaths make people quit; fair ones make them retry.
- A result worth sharing. A score, a short emoji grid, a "Day 41: 23 points" line. Something a player can paste into a chat in one tap.
- Everyone plays the same challenge. A daily seed means today's layout is the same for every player, so scores can be compared and bragged about.
- A look you recognise instantly. Bold minimal shapes or chunky pixels, two or three colours, one sound per action. Distinctive beats detailed.
- Tiny and instant. Loads in a browser in a second, no install, works offline. You will do this in Lesson 6.
Make it original. Borrow the traits above, never another game's name, characters, art or look.
Steps
1. Write ten ideas in ten minutes
Don't judge yet. Each idea is one sentence in this shape:
The player [does one action] to [reach a goal] while [avoiding a danger].
Examples: "The player taps to jump a dot between orbiting rings while avoiding mistimed jumps." "The player swipes to slide a block across ice to collect gems while avoiding spikes."
2. Score each idea against the spread filter
Give one point per trait it ticks from the list above. Cross out anything under 4. Then cross out anything that needs more than one screen, more than two controls, or a story to make sense.
3. Pick one and cut it in half
Take the winner and remove everything that isn't the core action. No shop, no levels, no characters with names. You can add them later; you can't easily remove them once the AI has wired them into everything.
4. Write the one-page spec
This is the most valuable ten minutes of the project. The AI will fill every gap you leave with a guess, and guesses are where bugs come from. Fill in every line:
| Field | Orbit Snap (example) |
|---|---|
| One sentence | Tap to jump a dot from ring to ring at the moment they touch. |
| Controls | Tap anywhere or press Space. Nothing else. |
| Core loop | Dot circles ring; tap when aligned with the touching point; jump; new ring appears above. |
| Numbers | Dot speed 1.2 turns per second; jump window ±12°; +4% speed per jump, capped at 2×. |
| Win / lose | No win. A mistimed tap ends the round. |
| Score | +1 per jump. Best score saved on the device. |
| Round length | 3 to 30 seconds for a new player. |
| Restart | Tap or R, under half a second, no page reload. |
| Share | "Orbit Snap, today: 17 jumps" copied to the clipboard. |
| Daily | Ring sizes and directions come from today's date, so everyone gets the same run. |
| Look | Dark navy background, cyan rings, one warm yellow dot. Shapes drawn in code. |
| Sound | Soft blip on jump, low thud on fail. Generated in code, no files. |
| Not in v1 | Menus, skins, levels, power-ups, music. |
The "Not in v1" line matters as much as the rest. It is your promise to yourself.
5. Turn the spec into a scope prompt
Before building, ask your AI assistant to attack the spec. This finds gaps cheaply, in words, before you spend a generation on code.
Prompts
Brainstorm inside the constraints
I want to make a tiny browser game I can finish in a week. Give me 10 original game ideas. Each must be playable with one tap or one key, have rounds of 3 to 10 seconds, allow an instant restart, and produce a score that is easy to share as one line of text. For each idea give: one sentence (the player does X to reach Y while avoiding Z), the single control, and what makes a round end. Do not reuse names, characters or themes from existing games.
Stress-test your spec
Here is my one-page game spec: [paste your spec table] Act as a game designer reviewing it before any code is written. List: (1) every rule that is ambiguous or missing a number, (2) anything that would make the first 10 seconds confusing for a new player, (3) anything that could make a round feel unfair, (4) features I should cut from version 1. Be specific and short. Don't write any code.
Shrink an idea that is too big
This game idea is too big for a first version: [paste idea]. Cut it down to the smallest version that is still fun for 30 seconds: one screen, one or two controls, one way to score and one way to lose. Tell me what you removed and why, then write the reduced idea as a one-page spec with exact numbers.
Checklist
Exercise
Write your ten ideas, score them against the spread filter, and fill in the full spec table for the winner. Then run the "Stress-test your spec" prompt and update the spec with every gap it found. Keep this file: you will paste it into your first build prompt in Lesson 2.
Stretch: write the share line before anything else. If you can't think of a share line that a friend would understand, the score isn't interesting enough yet. Change the scoring until it is.
Next: Lesson 2
Turn your spec into a working game tonight
Lesson 2 turns the spec you just wrote into one precise build prompt and a working single-file game. Lessons 3 to 8 take it to a stable, satisfying, legally clean game with its own public link, offline play and an optional fair unlock.
One-time payment. Instant download after checkout. 14-day fix-or-refund if it doesn't work as described.

Inside the full guide
- Lesson 2 gives you a build prompt template with the technical guard rails that stop the usual first-try bugs: fit-to-screen, frame-rate-independent speed and safe storage.
- Lesson 3 has a three-part bug report and fix prompts by symptom: blank screens, too fast on 120 Hz phones, falling through floors, stuck keys, silent phones, slowdowns.
- Lesson 6 includes a ready manifest and a cache-first service worker, so your game installs and plays offline.
- Lesson 7 walks through three free hosts step by step, with share text and a daily seed so every player gets the same run.
- Lesson 8 shows a fair one-time unlock where your payment key never touches the game.
Built on real tests, not guesses
The prompts in this guide come from the free Levelwick library, and we test what we publish. On 9 October 2026 we gave one prompt from each of the library's 16 genres, word for word, to a general-purpose AI chat model and opened each first generation in a browser with no retries or fixes. 15 of 16 started and responded to input on the first try; the one failure was a script error, which is exactly the kind of bug Lesson 3 teaches you to fix in one prompt. The test checks that a game starts and responds, not that it is fun: making it fun is what Lessons 3 and 4 are for. See every result.
Pricing
Guide
- Ebook: PDF and EPUB
- 8-lesson HTML course, works offline
- 46 copy-paste prompts, a checklist and an exercise per lesson
- Personal-use licence; prompts and code usable in games you sell
Best value · bundle
- Everything in the guide
- Levelwick Pro: 30 fill-in templates, 12 multi-step build recipes, 40 bug-fix prompts, 20 art-direction briefs, a 13-part design and launch checklist
- Two downloads, one checkout
For comparison, prices seen on 9 October 2026: Vibe Coding Video Games with Python (Gumroad) $19.99; Create Mobile Games Using Artificial Intelligence (Gumroad) $24.99; Instant AI Games Mastery (Gumroad) $39. Prices in USD; sales tax or VAT is calculated at checkout.
Works well with
FAQ
Why not just watch YouTube tutorials?
Videos are great for seeing one person build one game. This guide gives you the parts you reuse: the spec template, a build prompt with the technical guard rails that prevent the usual bugs, symptom-by-symptom fix prompts, the PWA files and the publish and payment steps, all copy-paste ready, in order, with a checklist per lesson. You read and copy at your own speed instead of pausing and retyping from a screen.
Do I need to know how to code?
No. You describe the game; the AI writes the code. The guide shows you exactly what to ask for, how to read an error message and how to describe a bug so it gets fixed. Lesson 6 includes the PWA files ready to paste.
Which AI tool do I need?
Any AI chat assistant that can write code, on its free plan. The prompts are written in plain language and ask for a single self-contained HTML file, which these assistants handle well. The guide is independent and not tied to any one tool.
Is publishing really free?
Yes, on the hosts the guide covers: Cloudflare Pages, Hugging Face static Spaces and itch.io all have free options for a static browser game. The guide quotes their free-plan facts with the date we checked each official page, so you can verify them yourself.
Can I sell the games I make?
Yes. Use every prompt and code snippet from the guide in your own games, including paid ones. Lesson 5 explains how to make sure your art, sounds and AI-tool output are licensed for that, and Lesson 8 shows a fair one-time unlock.
What do I get, exactly?
A zip with the ebook as PDF and EPUB, the same content as an 8-lesson HTML course that works offline (copy buttons, saved checklists), and a plain-English personal-use licence. Instant download after checkout.
How is this different from the free prompt library and Levelwick Pro?
The free library gives you prompts by genre and fix recipes. Levelwick Pro adds fill-in templates and multi-step build recipes for 12 game types. The guide is the method around them: how to scope, prompt, fix, polish, make it offline, publish and charge, start to finish. The bundle gets you the guide and Pro together for less.
Is it suitable for teachers and students?
Yes. Each lesson has a goal, steps, a checklist and an exercise, which map well onto a class project. The licence covers one person; write to us for a classroom licence.
What if it doesn't work for me?
14-day fix-or-refund if the guide doesn't work as described: cybermax.tools@gmail.com.
Ship your first browser game
You have the spec. The next seven lessons get it played.
Found this lesson useful? Share it with a friend who keeps saying they want to make a game.
Levelwick Guide is an independent publication by CyberMax, not affiliated with or endorsed by any AI tool, host or payment provider it mentions. Names are trademarks of their owners.