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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

Levelwick Guide cover: Make and ship a browser game with free AI tools

What you will ship, lesson by lesson

Lesson 1 · free belowIdea and scopeA one-page spec designed to spread, small enough to finish.
Lesson 2A first playableOne precise build prompt, a working single-file game.
Lesson 3Fixing bugs with recipesA fix routine plus prompts for the 8 most common bugs.
Lesson 4Game feelSound, particles, shake, pacing and an instant retry.
Lesson 5Art and sound, legallyLicences in plain English, fallbacks and credits.
Lesson 6Make it a PWAManifest, service worker, offline and installable.
Lesson 7Publish for freeCloudflare Pages, Hugging Face or itch.io, share card, daily seed.
Lesson 8Monetise honestlyA fair one-time unlock that keeps your key safe.
8lessons, each with an exercise
46copy-paste prompts
61checklist items
40page PDF + EPUB + HTML course

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.

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:

FieldOrbit Snap (example)
One sentenceTap to jump a dot from ring to ring at the moment they touch.
ControlsTap anywhere or press Space. Nothing else.
Core loopDot circles ring; tap when aligned with the touching point; jump; new ring appears above.
NumbersDot speed 1.2 turns per second; jump window ±12°; +4% speed per jump, capped at 2×.
Win / loseNo win. A mistimed tap ends the round.
Score+1 per jump. Best score saved on the device.
Round length3 to 30 seconds for a new player.
RestartTap or R, under half a second, no page reload.
Share"Orbit Snap, today: 17 jumps" copied to the clipboard.
DailyRing sizes and directions come from today's date, so everyone gets the same run.
LookDark navy background, cyan rings, one warm yellow dot. Shapes drawn in code.
SoundSoft blip on jump, low thud on fail. Generated in code, no files.
Not in v1Menus, 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.

A real page from the PDF: the Lesson 2 build prompt template
A real page from the PDF (page 11): the Lesson 2 build prompt template.

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

$19
  • 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
Get the full guide · $19 once

Best value · bundle

$22$31
  • 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
Get the bundle · $22

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

Free AI game prompt library144 prompts in 16 genres, 49 fix-and-tweak recipes and 7 how-to guides. Free.Levelwick Pro · $1230 fill-in templates and 12 multi-step build recipes with checks and fix prompts.Propwren · $19848 upload-ready images + 168 game audio files, licensed for your games and AI game makers.Shipfern · $49A web game starter kit with levels, daily challenge, share cards, PWA, a Stripe unlock on your own Worker and portal builds.

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.

Full guide · $19 once