Questions, a clock and a scoreboard. Great for classrooms, parties and fan clubs, as long as you supply or check the questions yourself.
Tips for trivia and quiz games
Paste your own questions into the prompt, or ask for an editable question list at the top of the code. AI-written facts can be wrong, so check them before playing in class.
Ask the game to shuffle both the question order and the answer order, and to never repeat a question within one game.
Say exactly what happens on a wrong answer (show the right one for 2 seconds, then move on). Undefined feedback is where quiz games feel broken.
starter
Classic four-answer quiz
Make a quiz game in one HTML file. At the top of the code, put an editable array of questions, each with the question text, 4 answers and the index of the correct one. Include 10 sample general knowledge questions. The game shows one question at a time with 4 big answer buttons (keys 1-4 also work). 15 second timer bar per question. Correct: button turns green, +100 points plus 5 points per second left. Wrong or timeout: the chosen button turns red and the correct one green for 2 seconds. Shuffle question and answer order. End screen shows score, correct count and a Play Again button. Clean, friendly design with large text for phones.
The editable array keeps the questions in your hands and makes the game reusable for any topic.
Follow-up tweaks
Add a category picker on the start screen and tag each question with a category.
Add a 'streak' counter: 3 correct in a row doubles the points for the next question.
intermediate · tested ✓
Classroom team buzzer quiz
Make a quiz game for a classroom projector with 2 to 4 teams. On the start screen the teacher enters team names and picks the number of rounds. The question appears large; teams buzz in with keys A, F, J, L (each team's key is shown under its name). The first team to buzz is highlighted and the teacher clicks Correct or Wrong. Correct gives 10 points; wrong takes 5 and lets the other teams buzz again. A Skip button reveals the answer. Questions come from an editable list at the top of the code (question and answer only). Scoreboard always visible at the bottom. High-contrast colours, text readable from the back of a room.
Letting the teacher judge answers avoids typing and spelling problems in a live class.
Follow-up tweaks
Add a 'steal' round where the final question is worth double.
Add a timer that the teacher can start with the T key.
starter
True or false speed round
Make a fast true-or-false game. A statement appears in the middle of the screen; the player presses left arrow / taps the left half for FALSE and right arrow / taps the right half for TRUE. The whole round lasts 60 seconds. Each correct answer is +1 and adds 1 second; each wrong answer is -1. Show the statement from an editable list of 30 statements at the top of the code (statement + true/false). After the round, list the statements the player got wrong with the right answer. Big bold type, red and green halves of the screen.
Showing the missed statements afterwards turns a reflex game into actual learning.
Follow-up tweaks
Add a slow-motion power-up that pauses the clock for 5 seconds once per round.
Let me paste statements into a text box on the start screen, one per line, ending with T or F.
intermediate
Party picture-reveal quiz
Make a party guessing game. A hidden picture is covered by a 6x6 grid of coloured tiles. Every 2 seconds one random tile disappears, revealing more of the image. The host presses Space when someone shouts the answer, which stops the reveal and shows the answer text with the remaining tiles fading away. Points: tiles still hidden x 10. Images come from files I upload, with answers typed into an editable list. If no images are provided, draw simple shapes (a sun, a house, a boat) in code as placeholders. Show a running total and a Next button.
Using uploaded images with code-drawn placeholders keeps the game working before you add your own art.
Follow-up tweaks
Add a 2-team mode where the host presses 1 or 2 to award the points.
Reveal tiles in a spiral from the outside instead of randomly.
intermediate
Prize ladder quiz
Make a quiz with a prize ladder of 12 levels shown on the right side (100, 200, 300, 500, 1000, 2000, 4000, 8000, 16000, 32000, 64000, 125000 points). Questions get harder; the editable question list has a difficulty from 1 to 3 and the game picks easier ones first. Two lifelines, each usable once: 50:50 (removes two wrong answers) and Skip. Levels 4 and 8 are safe points: a wrong answer drops the player to the last safe point. The player can walk away with the current points at any time. Dramatic dark blue and gold look, a short pulse animation on the answer before revealing if it is right.
Safe points and walk-away create tension from a simple multiple-choice engine.
Follow-up tweaks
Add an 'ask the room' lifeline that shows a fake bar chart weighted toward the right answer.
Add a sound effect for correct and wrong answers using the Web Audio API.
advanced
Map click geography quiz
Make a geography quiz where the player clicks or taps a location on a simple map. Draw a stylised map of the world as rounded continent shapes (no detailed borders needed) or use an image I upload. Each question names a place; the editable list stores the name and its x/y position as a percentage of the map size. When the player clicks, draw a line from the click to the real location, show the distance, and award up to 1000 points (fewer the further away). 10 rounds per game. Show a final summary with all guesses as dots. Pinch zoom is not needed; the map fills the screen width.
Storing positions as percentages makes the game work at any screen size and with your own map image.
Follow-up tweaks
Add a 'capital cities' and 'mountains' set I can choose from.
Show a heat colour for each guess: green close, red far.
starter
Emoji phrase guesser
Make a guessing game where a short phrase is shown as 2 to 5 emoji and the player types the answer. Accept answers ignoring case, extra spaces and the word 'the'. Three hints per game: each reveals the first letter of the next word. 60 seconds per puzzle, 100 points minus 10 per hint used on that puzzle. Puzzles come from an editable list of 15 general phrases (no movie, brand or song titles). Show a 'Close!' message when the guess is within 2 letters of the answer. Cheerful pastel design, emoji shown very large.
Defining how answers are matched (case, spaces, 'the') prevents the frustration of a correct answer marked wrong.
Follow-up tweaks
Add a two-player mode that alternates turns and keeps separate scores.
Add a 'give up' button that reveals the answer and moves on.
intermediate
Daily five
Make a daily quiz of 5 questions. The question set is chosen from an editable list of 100 questions using today's date as a seed, so everyone playing on the same day gets the same five. One attempt per day: store the date and result in localStorage and show the result screen if the player returns. The result screen shows five squares (green right, grey wrong) and a Copy Result button that copies a short text like 'Daily Five 4/5' with the squares. Show a countdown to the next day's quiz. Minimal newspaper-style design.
A date seed is the simple trick behind 'same puzzle for everyone today'.
Follow-up tweaks
Add a streak counter of consecutive days played.
Add an archive where I can play previous days without affecting the streak.
advanced
Sort it out quiz
Make a quiz where each question asks the player to put 4 items in order (for example, smallest to largest, oldest to newest). Items appear as cards the player drags into 4 slots (mouse and touch). A Check button marks each card green if in the right slot, red if not. Full marks: 100 points; 25 for each correct position. The editable list stores the prompt and the 4 items in the correct order; the game shuffles them for display. 8 rounds per game. Cards snap into slots and gently wobble when picked up.
Ordering questions add variety beyond multiple choice, and partial credit keeps them fair.
Follow-up tweaks
Allow 2 attempts per question, with half points on the second try.
Add a timer bonus: +5 points per second under 20 seconds.
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.