Tutorial · a real build, start to finish
One sentence in.
A whole game out.
This is the exact journey a real prompt took through this site — every step below is something you can try yourself, and the game at the bottom is the actual product it produced. Nothing here is a mockup.
Step 1 · The raw prompt (all a person typed)
Lowercase, no punctuation worth mentioning, seventeen words of pure vibe. This is a normal prompt — it's also missing almost everything a builder needs to know.
Step 2 · The questions it was FORCED to answer
No skipping — these answers are the difference between “a game, sort of” and a game someone can actually finish. (On /start you answer the same kind of questions by tapping.)
| Who is it for? | Anyone — first-time players, on a phone or a keyboard. |
| How hard? | Easy and forgiving: 5 hearts, checkpoints, a fall costs a heart and a short walk — never a full restart. |
| Controls? | Keyboard AND on-screen touch buttons. |
| What do you collect? | Stars — placed singly and in arcs that teach the jump. |
| The boss? | One boss at the end. Telegraphs its attacks, beatable by a brand-new player. |
| Secrets? | Exactly two: a breakable wall hiding a Star Vault, and a hidden spring to a sky route. |
| Sound? | An original MIDI-style chiptune loop synthesized in code, with a mute button. |
| Tech limits? | One HTML file. No downloads, no images, no licensed anything — everything drawn and played in code. |
| Done looks like… | Playable start to finish in the browser; the win screen reports stars, secrets, and time. |
Step 3 · The refined prompt — frozen, word for word
The answers above were assembled into this spec, and then it was frozen: once building started, this text did not change. The game below was built from exactly these words — copy them and give them to any AI and you should get a sibling of the same game.
Step 4 · Research first — and an honest “no pack”
Before building, the harness's research tools were asked — live, over this site's own MCP — for a known-good pattern for “2D canvas platformer in a single HTML file.” The tools answered plainly:
Translation: the curated research packs cover payments, Google sign-in, MCP servers, and booking — not game development — and the tool said so instead of making something up. That's the behavior the harness is for. The game was therefore built from platform knowledge, with the frozen checklist (step 5) doing the guarding a pack would normally help with. A game-dev pack is the obvious next curation.
Step 5 · The checklist it was graded against
Written before the build, run against the finished build (11 criteria, 23 automated probes — a probe suite, not a vibe). Full test file ships in the project: scripts/test-prompt-runner.mjs.
| Loads standalone, zero console errors, canvas renders real pixels | PASS — 354 distinct colors sampled from the live canvas |
| Player moves with momentum; jump works (variable height, coyote time) | PASS — ran 407px under held input; jump apex measured |
| Three-plus parallax layers + a tile-based level | PASS — scroll factors 0.15 / 0.35 / 0.6 + hills, tile grid from a heightmap |
| Star pickup increments the counter (47 stars in the level) | PASS — counter rose on probe runs |
| Secret 1: rolling breaks the cracked wall into the Star Vault | PASS — found by the probe, playing the real input path |
| Secret 2: concealed spring launches to the sky route | PASS — launch measured, secret flag set |
| Pit fall = −1 heart + checkpoint respawn (never a full restart) | PASS — respawned at checkpoint, run alive |
| Boss spawns, telegraphs, takes damage only in its vulnerable window | PASS — HP 6 → 0 across 6 real hits |
| Soundtrack graph builds on first interaction; mute toggles | PASS — WebAudio running, mute on/off verified |
| Win state reachable start-to-finish | PASS — scripted full playthrough reached the win screen |
| No external assets anywhere in the file | PASS — no script/link/img tags, no remote URLs, no audio files |
Honesty footnote, where it belongs: the first probe round failed 3 checks (the loop-the-loop spun the wrong way, two “pits” had invisible floors, and the star pickup radius was too tight). One bounded repair round fixed all three; the re-run is the 23/23 above. The failures are documented in the build log, not edited away.
Step 6 · Play the product
Prompt Runner. Bit, a little agent bot, vs. the rogue Unbounded Core. Arrows / A,D to move, Space to jump, ↓ to roll, M for music. On a phone, the buttons appear on the game. Two secrets are in there — the wall by the Checkpoint Hills looks cracked, and something glitters above the bushes…
The whole game is one HTML file — no images, no audio files, no libraries. Copy it, download it, open it offline: it just works. That's what “done” looked like for this prompt.