Hit notes on the beat, make music, follow a groove. Use generated sounds from the browser so you don't need audio files you don't own.
Tips for rhythm and music games
Ask the AI to generate sounds with the Web Audio API instead of loading audio files. It keeps the game self-contained and avoids music rights problems.
Insist that timing uses the audio clock (AudioContext.currentTime), not frame counts. That's what keeps notes in sync with sound.
Ask for an audio offset setting. Bluetooth headphones add delay, and a calibration slider fixes it for players.
starter
Four-lane note catcher
Make a rhythm game with 4 vertical lanes. Notes fall toward a hit line at the bottom. Press D, F, J, K (or tap the lane on touch) when a note crosses the line. Timing windows: Perfect within 50 ms (+300), Good within 120 ms (+100), otherwise Miss. Combo counter multiplies score by 1 + combo/50. Generate a simple melody and drum track with the Web Audio API at 110 BPM and place notes on the beats. Use the audio clock for timing. 60-second song. End screen with accuracy and best combo. Neon lanes that flash on hits.
Exact timing windows and the audio clock are the two settings that make rhythm games feel right.
Follow-up tweaks
Add hold notes that must be held until their tail passes the line.
Add an easy mode with 2 lanes and slower notes.
starter
Drum pad jam
Make a drum pad toy. A 4x4 grid of colourful pads, each playing a different sound generated with the Web Audio API (kick, snare, hi-hat, clap, toms, simple synth notes). Tap pads or press keys (1-4, Q-R, A-F, Z-V). A Record button records 4 bars at the chosen tempo (slider 80-160 BPM) and loops it; the player can layer more recordings. Clear button resets. Pads light up when played. No scoring; it's a creativity toy. Dark background with bright pads.
Calling it a toy with no scoring stops the AI from adding unnecessary game rules.
Follow-up tweaks
Add a metronome toggle.
Add a quantise switch that snaps recorded hits to the nearest 16th note.
starter
Follow the melody
Make a memory melody game. Four large coloured buttons each play a different note (C, E, G, high C) using the Web Audio API. The game plays a sequence, lighting each button as it sounds. The player repeats it by tapping or pressing keys 1-4. Each successful round adds one note. A mistake plays a gentle low tone and shows the reached length. Speed increases slightly every 5 rounds. Best length saved. Also show a number on each button for players who can't distinguish colours.
Numbers on buttons make a colour memory game accessible with one line of prompt.
Follow-up tweaks
Add a 'reverse mode' where the sequence must be played backwards.
Use 6 buttons in a hexagon for hard mode.
intermediate · tested ✓
One-button beat hop
Make a one-button rhythm platformer. A character auto-runs right and the level scrolls in time with a generated beat at 100 BPM. Platforms and gaps are placed so that jumping on each beat clears them. Press Space or tap to jump. Jumps within 60 ms of a beat score 'Perfect' and add sparkles. Missing a jump means falling and restarting from the last checkpoint (every 8 bars). Two levels: 100 BPM and 128 BPM. Visuals bounce on the beat. Use the audio clock to position the level so it never drifts from the music.
Positioning the level from the audio clock rather than frame updates keeps it locked to the beat.
Follow-up tweaks
Add double-beat sections where two quick jumps are needed.
Add a level editor where I place jumps on a beat grid.
intermediate
Circle tap rhythm
Make a rhythm game where circles appear at positions on screen with a shrinking ring around them. Tap/click the circle when the ring meets its edge. Timing grades Perfect/Good/Miss with 50/120 ms windows. Circles are numbered within a combo set, and the next one is shown faintly in advance. Generate the beat track with the Web Audio API and place circles on beats in patterns (lines, triangles, zigzags) that keep moves within reach on a phone screen. Health bar drains on misses and refills on hits; empty = fail. Two difficulty levels.
Asking for patterns within reach on a phone screen keeps mobile play comfortable.
Follow-up tweaks
Add slider notes: drag along a path while the ball travels.
Add a 'no fail' option for practice.
intermediate
Make a melody puzzle
Make a melody puzzle game. The game plays a short 4 to 8 note tune; the player recreates it by placing notes on a grid (columns = beats, rows = notes of a C major scale). Click/tap a cell to toggle a note. Play button plays the player's version; Compare plays both one after another. Exact match wins the level; show which notes are right (green), wrong pitch (yellow) or missing. 12 levels of increasing length. All sound generated with the Web Audio API. Music-notebook style, soft colours.
Partial feedback by colour turns ear training into a solvable puzzle.
Follow-up tweaks
Add a hint that reveals the first wrong note.
Add a free-play mode with a download as a short text code to share.
starter
Rhythm cooking
Make a rhythm cooking game. A cartoon chef chops vegetables on a cutting board to a beat generated with the Web Audio API. A marker slides along a bar with beat ticks; tap or press Space when the marker hits each tick. Perfect hits make a clean chop sound and slice the vegetable; misses make a funny 'boing'. Each song has 3 dishes; a dish is complete after 16 chops. Score and star rating at the end. Bright kitchen palette, vegetables pop into slices.
Wrapping beat-tapping in a playful theme makes a minimal rhythm engine feel like a full game.
Follow-up tweaks
Add an off-beat 'stir' action on a second key (J or a second button).
Add a speed-up final dish.
advanced
Synth sequencer game
Make a music toy with light game goals. A 16-step sequencer with 6 tracks (kick, snare, hat, bass, lead, pad), all synthesised with the Web Audio API. Each track row has 16 toggle cells; a playhead moves through steps at the selected tempo. Per-track volume and mute. Goals panel with small challenges (e.g. 'Make a beat with the kick on steps 1, 5, 9, 13', 'Use the bass on at least 6 steps'); completed goals tick off with a sparkle. Save patterns to localStorage and load them. Use a lookahead scheduler with AudioContext.currentTime for stable timing.
Naming the lookahead scheduler gets solid timing instead of a setInterval that drifts.
Follow-up tweaks
Add a swing slider that delays every second 16th note.
Add an export that copies the pattern as text I can paste back later.
starter
Clap-along for kids
Make a clap-along rhythm game for young children. A friendly animal on screen claps a simple pattern (2 to 4 claps) with sounds from the Web Audio API, then the child repeats it by tapping a big button or the space bar. If the rhythm is close (each tap within 250 ms), the animal dances; if not, it says 'Let's try again!' and repeats the pattern. Patterns get slightly longer every 3 successes. No score, just a sticker earned every 5 successes. Very large buttons, soft colours.
Generous timing and encouragement-only feedback keep it right for small children.
Follow-up tweaks
Add 4 animals with different sound types (clap, drum, bell, whistle).
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
Variable
What to write
Example
{{theme}}
Setting in a few words
backyard garden
{{enemy}}
Who walks the path
slugs
{{base}}
What the player protects
the garden gate
{{waypoints}}
Path as a waypoint description
6 waypoints snaking left to right
{{tower_1..3}}
Name, price, role
Pea Shooter, 25, single target
{{start_money}} / {{reward}}
Economy
100 / 5
{{lives}} / {{waves}}
Lose and win conditions
10 / 12
{{palette}}
Visual style
flat 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
Variable
Example
{{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.