Pengantar
Game development adalah perpaduan antara kreativitas dan teknik. Dengan bantuan AI, proses membuat game menjadi lebih aksesibel — bahkan bagi mereka yang baru belajar coding. Buku ini hadir sebagai companion guide yang memberikan starting point berupa prompt yang sudah dioptimalkan.
Setiap prompt dirancang untuk langsung menghasilkan playable game atau component game yang bisa kamu modifikasi. Dari game sederhana seperti Snake dan Pong, hingga game kompleks seperti roguelike dungeon crawler dan open world survival — semuanya tersedia.
Apa yang Bisa Kamu Buat?
Movement, collision, physics, AI behavior, scoring system, dll.
Particle effects, animations, HUD, menus, transitions.
Sound effects, background music, ambient sounds, voice synthesis.
Dialogue system, quest, branching story, character progression.
Cara Menggunakan Buku Ini
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1
Pilih kategori yang sesuai dengan jenis game yang ingin kamu buat.
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2
Salin prompt menggunakan tombol copy di sudut kanan atas setiap blok prompt.
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3
Sesuaikan bagian dalam kurung siku
[... ]dengan kebutuhan spesifik game-mu. -
4
Paste ke AI (ChatGPT, Claude, Gemini, atau code generator lainnya) dan jalankan.
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5
Modifikasi & iterasi hasil sesuai selera. Prompt ini adalah starting point — kreativitasmu adalah limit.
Gunakan prompt sebagai fondasi. Modifikasi, kombinasikan antar kategori, dan tambahkan sentuhan personal untuk membuat game yang unik.
Arcade Games
Game arcade adalah fondasi classic gaming — cepat, intuitif, dan adiktif. Dari Pong hingga Space Invaders, kategori ini mengajarkan mechanic inti game development: input handling, collision detection, dan game loop.
Prompt 1: Classic Pong Game
Tingkat: Pemula | Durasi Pengerjaan: ~30 menit
Buatkan game Pong klasik single-player vs AI menggunakan HTML Canvas, CSS, dan JavaScript dalam satu file HTML.
Spesifikasi:
- Canvas 800x500px dengan border neon glow style
- Player paddle di kiri, AI paddle di kanan
- Bola bergerak dengan kecepatan awal dan sudut random
- Bola memantul dari paddle dengan sudut berubah berdasarkan titik kontak
- Score tracker untuk player dan AI
- Ball speed meningkat setiap 5 kali pantul
- Game over saat salah satu mencapai 11 poin
- Restart dengan tombol atau tekan Space
Tambahkan visual effects:
- Trail effect pada bola
- Particle explosion saat skor
- Screen shake saat tabrakan paddle
- Pulsing glow pada score text
Gunakan CSS untuk styling retro-gaming aesthetic dengan dark background dan neon accents (purple/cyan).
Prompt 2: Space Invaders Clone
Tingkat: Pemula - Menengah | Durasi Pengerjaan: ~1-2 jam
Buatkan game Space Invaders menggunakan HTML Canvas, CSS, dan JavaScript dalam satu file HTML.
Spesifikasi:
- Canvas responsive (max 600x700px)
- Player ship di bawah dengan movement kiri/kanan (arrow keys atau A/D)
- Shooting dengan Spacebar, max 3 bullets di layar
- Enemy grid 5 kolom x 4 baris bergerak sideways lalu turun
- Enemy ships memiliki 3 type dengan health berbeda (1, 2, 3)
- Random enemy shooting ke bawah
- Collision detection bullet-enemy dan bullet-player
- Score system: type 1 = 10pt, type 2 = 20pt, type 3 = 30pt
- High score tersimpan di localStorage
- Level progression: enemy speed naik setiap wave selesai
- Power-up random drop (shield, rapid fire, spread shot)
- UFO bonus yang lewat随机 di atas secara periodik
Visual style: pixel art aesthetic, scanline overlay, CRT curvature effect dengan CSS.
Prompt 3: Breakout / Brick Breaker
Tingkat: Pemula | Durasi Pengerjaan: ~45 menit
Buatkan game Breakout/Brick Breaker dengan HTML Canvas, CSS, dan JavaScript single file.
Fitur:
- 5-6 baris brick dengan warna gradient berbeda setiap baris
- Ball physics: sudut memantul berubah berdasarkan paddle hit position
- Paddle bergerak dengan mouse (prioritas) atau keyboard
- Combo multiplier: consecutive hits dalam waktu singkat = score multiplier naik
- Power-up bricks (10% chance): multi-ball, sticky paddle, wider paddle, slow ball
- Particle explosion saat brick hancur
- Screen shake saat combo chain
- Level progression dengan pattern brick berbeda
- Pause dengan Escape, resume dengan Space
Aesthetic: synthwave/retrowave style - dark purple background, neon grid floor, glowing bricks.
Prompt 4: Flappy Bird Clone
Tingkat: Pemula | Durasi Pengerjaan: ~30 menit
Buatkan game Flappy Bird clone dengan HTML Canvas, CSS, JavaScript single file.
Mechanics:
- Gravity physics pada bird (velocity + gravity acceleration)
- Click/Space/Tap = upward impulse
- Procedurally generated pipes dengan gap acak dan spacing random
- Pipe speed konstan ke kiri
- Collision detection bird-pipe dan bird-ground
- Score counter (1 per pipe passed)
- High score dengan localStorage
- Game over screen dengan restart option
- Pipe difficulty: gap mengecil seiring score naik (min gap stabil)
Visual:
- Parallax scrolling background (3 layer: clouds, mountains, ground)
- Bird dengan wing flap animation
- Pipe dengan gradient dan subtle glow
- Score besar di tengah atas saat gameplay
- Particle trail di belakang burung
Style: colorful parallax - sky blue, green pipes, orange bird, white clouds.
Prompt 5: Snake Game dengan Twist
Tingkat: Pemula | Durasi Pengerjaan: ~30 menit
Buatkan Snake game modern dengan HTML Canvas, CSS, dan JavaScript single file.
Fitur inti:
- Grid-based movement dengan arrow keys atau WASD
- Food random spawn, snake grow setiap makan
- Wall collision = game over (atau wrap-around mode)
- Self-collision = game over
- Score dan high score
Fitur premium (pilih mode):
Mode 1 - Classic+: obstacle blocks random spawn saat score > 5, obstacle naik tiap 5 score
Mode 2 - Neon: trail glow effect, particle burst saat makan, screen ripple saat game over
Mode 3 - Speed: snake speed naik bertahap, bonus food yang perlu chase cepat
Mode 4 - Portal: teleport pads yang menghubungkan dua sisi grid
Tambahkan menu utama dengan pilihan mode, smooth death animation, dan taunt saat game over.
Puzzle Games
Game puzzle mengasah logical thinking dan problem solving. Dari match-3 hingga sliding puzzle, kategori ini fokus pada mechanic berbasis logika, grid manipulation, dan pathfinding.
Prompt 6: Match-3 Game (Candy Crush Style)
Tingkat: Menengah | Durasi Pengerjaan: ~3-4 jam
Buatkan game Match-3 dengan HTML Canvas, CSS, dan JavaScript single file.
Core mechanics:
- Grid 8x8 dengan 6 jenis gem berbeda (warna/ikon unik)
- Click dua gem adjacent untuk swap
- Swap hanya valid jika menghasilkan match 3+
- Match detection: horizontal dan vertical, 3+ gems
- Cascade: gems di atas jatuh mengisi空, new gems spawn dari atas
- Combo detection: chain reaction dari cascade menghasilkan combo multiplier
- Moves counter (batas moves per level)
- Score system: 3-match = 50pt, 4-match = 150pt, 5-match = 300pt, combo multiplier
Level design:
- Minimal 10 level dengan target score berbeda
- Special gems: 4-match = striped gem (clear row/col), 5-match = bomb gem (clear 3x3)
- Level objectives: reach X score, clear special gems, dll
Visual: gem dengan gradient dan glow, swap animation, explode particle, shake saat cascade, combo text popup.
Implementasi harus menggunakan OOP pattern untuk gem management.
Prompt 7: Sudoku Generator + Solver
Tingkat: Menengah | Durasi Pengerjaan: ~2 jam
Buatkan Sudoku game dengan HTML, CSS, dan JavaScript single file.
Features:
- Generate puzzle Sudoku dengan difficulty levels (Easy, Medium, Hard, Expert)
- Algoritma: generate solved grid -> remove numbers sesuai difficulty
- Input via click cell -> number pad muncul (1-9)
- Highlight row, column, dan 3x3 box dari cell aktif
- Auto-check: highlight invalid placements dengan red glow
- Timer per puzzle
- Note/pencil mark mode untuk tracking possibilities
- Undo/redo stack
- Hint system (reveal 1 number, max 3 hints per game)
- Celebration animation saat puzzle selesai
UI: clean grid dengan bold lines untuk 3x3 boxes, number pad di bawah, difficulty selector, timer display.
Prompt 8: Sliding Puzzle (15 Puzzle)
Tingkat: Pemula | Durasi Pengerjaan: ~1 jam
Buatkan sliding puzzle 15 dengan HTML, CSS, dan JavaScript.
Fitur:
- 4x4 grid dengan tiles 1-15 dan 1 empty space
- Click atau swipe untuk move tile ke empty space
- Shuffle dengan algoritma solvability check (cek parity)
- Move counter
- Timer
- Win detection dan congratulation overlay
- Undo functionality
- Best score tersimpan localStorage
- Difficulty: number of shuffles menentukan hardness
- Optional: custom image upload yang di-slice jadi 15 pieces
Visual: tiles dengan angka besar atau custom image, smooth slide animation, subtle shadow pada tiles.
Prompt 9: Minesweeper
Tingkat: Pemula - Menengah | Durasi Pengerjaan: ~1.5 jam
Buatkan Minesweeper dengan HTML, CSS, dan JavaScript single file.
Mechanics:
- Grid customizable (Easy: 9x9 10 mines, Medium: 16x16 40 mines, Hard: 30x16 99 mines)
- Left click = reveal, Right click = flag
- Auto-reveal: clicking number 0 auto-reveal tetangga
- Win condition: semua non-mine terungkap
- First click protection: mines di-generate setelah click pertama
UI:
- Number colors klasik Minesweeper (1=blue, 2=green, 3=red, dll)
- Smiley face status (smile, worried on click, dead on game over, cool on win)
- Timer
- Mine counter (total mines - flags placed)
- Custom grid size input
- Reveal animation cascade
- Flag count warning jika over-flag
Style: clean Windows-classic look dengan modern touch, smooth animations.
Prompt 10: Word Search Puzzle Generator
Tingkat: Menengah | Durasi Pengerjaan: ~1.5 jam
Buatkan Word Search puzzle generator dengan HTML, CSS, dan JavaScript.
Fitur:
- 5 tema kata berbeda (Animals, Foods, Countries, Technology, Sports)
- Generate grid dengan words tersembunyi (horizontal, vertical, diagonal, reverse)
- Fill remaining cells dengan huruf acak
- Click-drag atau hover untuk select kata
- Found words tersimpan dan di-cross out dari word list
- Timer dan score berdasarkan waktu
- Difficulty: grid size 10x10 (easy), 15x15 (medium), 20x20 (hard)
- Celebration saat semua kata ditemukan
- Save/load progress
- Printable version (CSS @media print friendly)
Visual: grid dengan hover highlight, selected word tracking, found word animation.
Prompt 11: Tower of Hanoi Visualizer
Tingkat: Pemula | Durasi Pengerjaan: ~45 menit
Buatkan Tower of Hanoi interactive visualizer dengan HTML, CSS, dan JavaScript.
Fitur:
- 3 poles dengan jumlah disc customizable (3-8)
- Click pole pertama untuk select, kedua untuk move
- Move counter dan minimum moves calculation (2^n - 1)
- Step-by-step auto-solver dengan adjustable speed
- Win detection dan move count comparison
- Undo functionality
- Reset button
Visual: 3D-ish isometric atau side view, discs dengan warna gradient berbeda size, smooth animation saat move, confetti saat win.
Platformer Games
Platformer adalah genre klasik yang mengajarkan physics-based movement, level design, dan camera systems. Dari simple side-scroller hingga precision platformer — kategori ini mengasah skill terasa najis game development.
Prompt 12: Simple Platformer Engine
Tingkat: Menengah | Durasi Pengerjaan: ~2-3 jam
Buatkan simple platformer engine dengan HTML Canvas, CSS, dan JavaScript single file.
Physics system:
- Gravity dan acceleration-based movement (bukan instant velocity)
- Horizontal acceleration/deceleration untuk feel smooth
- Jump dengan variable height (hold = higher jump)
- Coyote time (50-100ms grace period setelah leaves platform)
- Jump buffering (input registration sebelum landing)
- Wall slide dan wall jump
- Collision detection AABB dengan response
Level design:
- Tile-based level editor sederhana (store as string array)
- Parallax scrolling background (2 layers)
- Moving platforms
- Collectibles (coins)
- Goal flag/portal
Player features:
- Sprite animation (idle, run, jump, fall)
- Dust particles saat land
- Death saat fall off screen
- Respawn system
Gunakan keyboard: Arrow keys atau WASD untuk movement, Space untuk jump.
Prompt 13: Endless Runner
Tingkat: Menengah | Durasi Pengerjaan: ~2 jam
Buatkan endless runner game dengan HTML Canvas, CSS, dan JavaScript.
Mechanics:
- Auto-running character (continuous horizontal movement)
- Jump (Space/Click), double jump
- Obstacle spawn dari kanan dengan increasing frequency
- 3 obstacle types: low (jump over), high (duck under), gap (jump)
- Coin/magnet power-up collection
- Score berdasarkan distance traveled + coins
- Speed gradually increases over time
- Death animation dan game over screen
- High score localStorage
Visual:
- Parallax 3-layer background (sky, mountains, ground)
- Character sprite animation
- Dust/particle trail
- Screen shake saat dekat obstacle
- Slow-mo effect saat narrowly dodged
- Stylized pixel art atau vector art aesthetic
Optional: character unlock system dengan coin spending.
Prompt 14: Precision Platformer (Celeste-like)
Tingkat: Lanjutan | Durasi Pengerjaan: ~4-5 jam
Buatkan precision platformer dengan HTML Canvas, CSS, dan JavaScript.
Advanced physics:
- Variable jump height (release early = short hop)
- Air control (directional influence saat airborne)
- Dash mechanic (single dash, resets on ground)
- Wall climb dan wall jump
- Crouch dan crawl
- Variable fall speed (fast fall dengan down input)
- Coyote time 6 frames
- Jump buffering 6 frames
Level design:
- Minimal 5 rooms/levels yang increasing difficulty
- Collectible berries/strawberries (optional, no death on collect)
- Checkpoint system
- Room transitions
Aesthetic: pixel art style, responsive controls feel, screen effects (hair particles), smooth camera.
Prompt 15: Metroidvania Level Prototype
Tingkat: Lanjutan | Durasi Pengerjaan: ~5-6 jam
Buatkan Metroidvania-style exploration platformer prototype dengan HTML Canvas.
Open world mechanics:
- Map/room-based structure (multiple connected rooms)
- Door/portal untuk room transition
- Ability gating (new ability membuka area baru)
- Backtracking encouraged dengan new abilities
- Minimap kecil di corner
Player progression:
- Health system (heart containers)
- Health pickup
- Double jump ability unlock
- Wall jump ability unlock
- Basic attack/sword
Enemy AI:
- 2-3 enemy types dengan patrol behavior
- Simple chase saat player in range
- Contact damage
Visual: atmospheric pixel art, lighting system, background layers, ambient particles.
RPG & Story Games
RPG dan story-driven games adalah tentang narrative, character progression, dan choice consequence. Dari text adventure hingga action RPG — kategori ini mengasah sistem inventory, combat, dan storytelling.
Prompt 16: Text Adventure Engine
Tingkat: Pemula - Menengah | Durasi Pengerjaan: ~2-3 jam
Buatkan text adventure game engine dengan HTML, CSS, dan JavaScript single file.
Core engine:
- Parser untuk understand simple commands (go, take, use, look, talk, inventory, help)
- Room/location system dengan description
- Item system (takeable, usable, combinable items)
- Inventory management
- Locked door / puzzle door mechanic
- Simple quest tracking
- Save/load game state ke localStorage
Story setup:
- Minimal 8 rooms interconnected
- 5+ items untuk collect dan use
- 2 puzzle yang butuh item combination
- NPC yang memberikan quest
- Multiple endings berdasarkan choices
UI:
- Terminal/typewriter aesthetic (green/amber text on black)
- Auto-scroll output area
- Command input di bawah
- Inventory panel
- Map panel
- Quest tracker
Style: retro terminal, monospace font, CRT scanline effect.
Prompt 17: Turn-Based RPG Combat System
Tingkat: Menengah - Lanjutan | Durasi Pengerjaan: ~3-4 jam
Buatkan turn-based RPG combat system dengan HTML Canvas, CSS, dan JavaScript.
Combat mechanics:
- Party vs enemy encounter system
- Turn order berdasarkan speed stat
- Actions: Attack, Defend, Skill, Item, Flee
- Damage formula: attack - defense + variance
- Critical hit system (10% chance, 1.5x damage)
- Status effects: Poison, Burn, Freeze, Paralysis (each turn effect + visual indicator)
- HP/MP display dengan bars
Character system:
- 3 party members dengan unique stats dan skills
- Skill tree simple: setiap karakter punya 3 skills yang unlock saat level up
- Level up system: XP required = level * 100
- Equipment slots (weapon, armor) yang modify stats
Enemy design:
- 3 enemy types dengan different stats/abilities
- Enemy AI: attack, use skill (random chance)
- Enemy health bar di atas
Visual:
- Character sprites (simple colored rectangles/shapes dengan detail)
- Attack animations (slash effect, magic projectile)
- Damage numbers popup
- HP bar animation (smooth decrease)
- Screen flash pada critical hit
- Battle UI panel dengan menu buttons
Progression: battle -> XP gain -> level up -> stronger enemies.
Prompt 18: Choose Your Own Adventure
Tingkat: Pemula | Durasi Pengerjaan: ~1-2 jam
Buatkan interactive story game (Choose Your Own Adventure) dengan HTML, CSS, dan JavaScript.
Story structure:
- Minimal 15+ story nodes dengan branching
- Choice system: 2-3 choices per node
- Choices affect future available options
- Character stats (courage, wisdom, kindness) berubah berdasarkan choices
- Multiple endings (minimal 3) berdasarkan accumulated stats + final choice
- Scene illustrations (simple CSS art atau emoji-based visual)
Engine features:
- Smooth transitions antar scene
- Stats display
- Auto-save progress
- Restart button
- Skip/catch-up text animation
Story theme: mystery/detective — player adalah detective yang memecahkan kasus di sebuah kota kecil.
Prompt 19: Idle RPG Clicker
Tingkat: Menengah | Durasi Pengerjaan: ~2-3 jam
Buatkan idle/clicker RPG dengan HTML, CSS, dan JavaScript.
Clicker mechanics:
- Click untuk deal damage ke monster
- Damage per click upgradeable
- Auto-clicker yang gain damage seiring progression
- DPS (damage per second) dari equipment
RPG progression:
- Monster tiers (Forest, Cave, Volcano, etc.) each with 10 monsters
- Monster HP dan reward meningkat per tier
- Loot system: random drop dari defeated monsters
- Equipment: weapon (increase click damage), armor (increase survivability)
- Character level: stat points to allocate
- Prestige system: reset progress untuk prestige multiplier
Offline progress:
- Calculate progress saat away (max 2 hours)
- Offline earnings popup saat return
UI: clean RPG aesthetic, floating damage numbers, loot popup, achievement toast, stats panel.
Prompt 20: Dialogue System with Choices
Tingkat: Pemula - Menengah | Durasi Pengerjaan: ~1.5 jam
Buatkan dialogue system engine dengan HTML, CSS, dan JavaScript.
Dialogue features:
- Character portrait display (emoji atau CSS art)
- Character name display
- Text typewriter effect (configurable speed)
- Click to advance / auto-advance option
- Choice branches dalam dialogue
- Relationship/trust meter yang berubah berdasarkan choices
- Variable tracking (player has key, met character X, dll)
- Conditional dialogue (text berubah berdasarkan flags)
Features:
- Save/load dialogue state
- Portrait transition animations
- Background scene change berdasarkan location
- Ambient sound support
- Minimal 3 NPC characters dengan branching dialogues
- Quest trigger dari dialogue choices
Visual: VN-style layout, speaker name box, dialogue box di bawah, choice buttons transparan, subtle background parallax.
Strategy Games
Strategy games melatih resource management, planning, dan decision making. Dari tower defense hingga real-time strategy — kategori ini mengasah sistem pathfinding, unit AI, dan economy simulation.
Prompt 21: Tower Defense Game
Tingkat: Menengah - Lanjutan | Durasi Pengerjaan: ~4-5 jam
Buatkan tower defense game dengan HTML Canvas, CSS, dan JavaScript.
Core mechanics:
- Path-based enemy waves (enemies follow predefined path)
- 3 tower types dengan different stats dan abilities:
- Arrow Tower: fast attack, low damage, single target
- Cannon Tower: slow attack, high damage, small AoE
- Ice Tower: slow attack, low damage, slows enemies
- Tower placement di grid cells yang valid (tidak di path)
- Tower upgrade system (3 levels, stats increase)
- Sell tower (50% refund)
- Enemy waves dengan increasing difficulty
- Lives system (lose life per enemy escaped)
- Gold economy: earn gold per kill, spend untuk towers
Enemy types:
- Basic: normal speed, normal HP
- Fast: high speed, low HP
- Tank: slow, high HP
- Boss setiap 5 wave
Visual:
- Isometric atau top-down grid
- Tower range indicator on hover
- Projectile animation
- Enemy health bar
- Damage numbers
- Wave announcement
Minimap di corner untuk tracking enemies.
Prompt 22: Chess Game vs AI
Tingkat: Lanjutan | Durasi Pengerjaan: ~5-6 jam
Buatkan chess game dengan HTML, CSS, dan JavaScript.
Chess rules:
- Full chess rules (all piece movements termasuk en passant, castling, pawn promotion)
- Turn-based (white first)
- Check detection dan checkmate/stalemate detection
- Legal move highlighting
- Move history display
AI opponent:
- Simple minimax dengan alpha-beta pruning (depth 3-4)
- Random move sebagai fallback saat AI tidak punya good move
- Difficulty selector (Easy, Medium, Hard)
UI:
- Chessboard dengan coordinate labels
- Piece movement animation
- Captured pieces display
- Turn indicator
- Move history dalam algebraic notation
- Timer option (chess clock)
- Undo move
- New game, resign, draw offer
Visual: clean wooden board aesthetic, smooth piece movement, highlight legal moves, highlight last move.
Prompt 23: Card Battle (Auto-Battler)
Tingkat: Menengah | Durasi Pengerjaan: ~3-4 jam
Buatkan auto-battler card game dengan HTML, CSS, dan JavaScript.
Card mechanics:
- Deck of 20 cards (mix of unit dan spell cards)
- Hand size 5 cards
- Draw 1 card per turn
- Mana system (1-7 mana, spend untuk play cards)
- Unit cards: summon creature dengan attack dan health
- Spell cards: direct damage, heal, buff effects
Battle system:
- Units auto-attack enemy units atau player jika tidak ada units
- Units deal damage simultaneously
- Dead units removed from board
- Player health: 30 HP
- Win condition: reduce opponent HP to 0
Game flow:
- Player vs AI
- Mulligan phase (discard dan redraw)
- Battle phase (auto-resolve dengan animation)
- Card draw phase
- AI with basic decision-making (prioritize high-attack, use removal spells wisely)
Visual: Hearthstone-inspired aesthetic, card hover preview, board dengan lanes, particle effects saat spell cast, health change animation.
Prompt 24: City Builder Lite
Tingkat: Menengah | Durasi Pengerjaan: ~3-4 jam
Buatkan city builder simulation dengan HTML Canvas, CSS, dan JavaScript.
Building system:
- Grid-based building placement
- Building types: House (+population), Farm (+food), Factory (+money), Park (+happiness)
- Building costs dan maintenance
- Population requirement untuk build certain buildings
Resource management:
- Population: workers needed untuk buildings
- Food: consumed per turn oleh population
- Money: earned per turn, spent untuk buildings
- Happiness: affects population growth
Simulation:
- Time/turn system (advance per button click)
- Per-turn resource calculation
- Population growth jika food surplus dan happiness high
- Building adjacency bonuses (park ряддом с house = +happiness)
- Win condition: reach 1000 population
Visual:
- Top-down city view
- Building icons dengan animations (factory smoke, farm crops)
- Resource bars di top
- Tooltip on building hover
- Smooth building placement
Simple tutorial saat first play.
Prompt 25: Real-Time Strategy (RTS) Prototype
Tingkat: Lanjutan | Durasi Pengerjaan: ~6+ jam
Buatkan RTS prototype dengan HTML Canvas, CSS, dan JavaScript.
Base mechanics:
- Resource gathering (gold mines di map)
- Unit production (worker, soldier, archer)
- Building placement (barracks untuk produce combat units)
- Unit selection (box select, shift+click)
- Move command (right-click)
- Attack command (right-click enemy)
- Basic pathfinding (A* atau simple steering)
Units:
- Worker: gather gold, build buildings, self-defense weak
- Soldier: melee, medium cost, medium stats
- Archer: ranged, slower, higher damage
AI opponent:
- Simple economic AI (build workers -> build barracks -> build army)
- Attack when army size reaches threshold
- Defend base when under attack
Economy:
- Gold income dari workers (per trip to gold mine)
- Unit cost: worker=50, soldier=100, archer=80
Visual: top-down RTS view, unit sprites, health bars, minimap, resource panel, selection box.
Survival Games
Survival games adalah tentang resource scarcity, risk-reward decisions, dan long-term planning. Dari crafting survival hingga exploration survival — kategori ini mengasah inventory systems, day/night cycles, dan procedural content.
Prompt 26: Survival Crafting Game
Tingkat: Menengah - Lanjutan | Durasi Pengerjaan: ~4-5 jam
Buatkan survival crafting game dengan HTML Canvas, CSS, dan JavaScript.
Survival stats:
- Health, Hunger, Thirst, Energy (0-100 scale)
- Stats decrease over time
- Game over saat health reaches 0
Resources:
- Trees (wood), rocks (stone), bushes (berries), water (drinkable), animals (meat)
- Resources regenerate over time
- Day/night cycle (60 detik = 1 day)
Crafting system:
- Recipe-based crafting
- Basic items: wood pile, stone pile, campfire
- Tools: axe (faster wood), pickaxe (faster stone), fishing rod (fish)
- Structures: shelter (reduce energy drain at night), storage chest
- Cooking: raw meat -> cooked meat di campfire (restores hunger better)
Environment:
- Procedurally scattered resources
- Day/night visual transition
- Ambient sounds (birds, wind)
UI: HUD dengan stats bars, inventory grid, crafting panel, day counter.
Optional: seasonal changes, weather effects.
Prompt 27: Zombie Survival Wave Defense
Tingkat: Menengah | Durasi Pengerjaan: ~3-4 jam
Buatkan zombie survival wave defense game dengan HTML Canvas, CSS, dan JavaScript.
Core mechanics:
- Player di center/safe house
- Zombies spawn dari edges, move toward player
- WASD movement, mouse aim, click to shoot
- Bullet physics dengan spread dan recoil
- Ammo management (limited ammo, reload)
Wave system:
- Wave counter, wave announcement
- More zombies per wave
- Fast zombies, tank zombies, crawling zombies (different HP/speed)
- Boss zombie every 5 waves
Player progression:
- Score per kill
- Money drops dari zombies
- Shop antara waves: buy ammo, health pack, weapon upgrades
- 3 weapons: pistol (starting), shotgun (spread), rifle (high damage)
- Upgradable: ammo capacity, move speed, damage
Environment:
- Destructible obstacles
- Barricade building dengan collected wood
- Night-time visual filter per wave
Visual: gritty survival aesthetic, blood splatter, screen shake, muzzle flash.
Prompt 28: Exploration Survival (No Man's Sky-like)
Tingkat: Lanjutan | Durasi Pengerjaan: ~5-6 jam
Buatkan space exploration survival prototype dengan HTML Canvas, CSS, dan JavaScript.
Space mechanics:
- Top-down spaceship movement (WASD/arrows, acceleration-based)
- Fuel system (fuel depletes with movement, refuel at stations)
- Cargo inventory (collect resources from asteroids, planets)
- Health dari asteroid collision, enemy ships
Procedural generation:
- Asteroid fields dengan random positions
- Space stations untuk refuel/repair/shop
- Enemy patrol routes
- Planet surface dengan landing mechanic
Progression:
- Ship upgrades: engine (fuel efficiency), cargo capacity, weapon
- Unlock map reveals sections
- Trade system: buy low, sell high antar stations
Visual: deep space background dengan stars, parallax asteroid field, ship glow, minimap.
Roguelike Games
Roguelike adalah tentang procedural generation, permadeath, dan "one more run" addiction. Setiap run adalah unik — dungeon layouts, item drops, enemy encounters, semuanya random.
Prompt 29: Classic Roguelike Dungeon Crawler
Tingkat: Lanjutan | Durasi Pengerjaan: ~6+ jam
Buatkan classic roguelike dengan HTML Canvas, CSS, dan JavaScript.
Procedural dungeon:
- BSP (Binary Space Partition) atau cellular automata untuk room generation
- Rooms connected dengan corridors
- Stairs ke next floor
- Floor difficulty increases
Player:
- ASCII display (karakter: @ untuk player, > untuk stairs, dll)
- OR tile-based sprite display
- Stats: HP, Attack, Defense, Level
- Turn-based movement (arrow keys)
- Line of sight (field of view)
- Auto-explore dengan pathfinding
Combat:
- Attack on bump (move toward enemy)
- Damage = attack + random(0-3) - defense
- Enemy AI: patrol, chase when see player, retreat when low HP
- 5+ enemy types: Rat, Goblin, Orc, Skeleton, Demon (ascending difficulty)
- Death = game over, return to start
Items:
- Weapons: increase attack
- Armor: increase defense
- Potions: heal HP
- Scrolls: map reveal, teleport, etc.
- Items spawn random di rooms
Progression:
- XP from kills, level up = +5 HP, +1 ATK
- Gold drops
- Shop room on some floors
- Run summary screen
Visual: terminal/ASCII aesthetic atau pixel tile, FOV dimming, colored elements.
Prompt 30: Binding of Isaac-style Game
Tingkat: Lanjutan | Durasi Pengerjaan: ~6+ jam
Buatkan The Binding of Isaac-style game dengan HTML Canvas, CSS, dan JavaScript.
Room-based movement:
- Rooms arranged in grid pattern
- Enter room -> enemies spawn -> clear -> door unlocks
- Boss room, item room, shop room, secret room patterns
Player:
- Movement: WASD
- Shooting: mouse aim, auto-fire atau click
- HP system dengan heart containers
Items/powerups:
- Passive items yang modify stats atau give abilities (15+ items)
- Item synergy system (combining items = new effects)
- Guppy transformation jika 3 cat items
Enemy variety:
- 10+ enemy types dengan unique behaviors
- Boss per floor with patterns
- Damage phases
Progression:
- Floor-to-floor exploration
- Boss fight every floor
- Treasure room reward
- Curse rooms (risk/reward)
Visual: dark, cartoony horror aesthetic, pixel art style, dripping effects.
Prompt 31: Deckbuilder Roguelike (Slay the Spire-like)
Tingkat: Lanjutan | Durasi Pengerjaan: ~6+ jam
Buatkan Slay the Spire-style deckbuilder roguelike dengan HTML, CSS, dan JavaScript.
Card game mechanics:
- 3 starter cards untuk setiap character class
- Cards cost energy (1-3) untuk play
- Draw 5 cards per turn, discard hand at end
- Deck = collection of all cards owned
Card types:
- Attack cards: deal damage
- Skill cards: apply effects/block
- Power cards: persistent buffs
Enemy encounters:
- Battle enemies: intents shown (attack, defend, buff)
- Enemy intents tell player apa yang enemy akan do next turn
- Miniboss dan boss encounters
- Event tiles: rest site, treasure, merchant
Progression:
- 15+ floors of combat + events
- Card rewards after battles (pick 1 dari 3)
- Remove card option at rest sites
- Card shop to buy cards
- Relic system: passive bonuses
3 playable characters dengan unique starter deck dan 15+ cards each.
Visual: card game aesthetic, smooth animations, colored card borders by type, relic icons.
Prompt 32: Vampire Survivors-style Game
Tingkat: Menengah - Lanjutan | Durasi Pengerjaan: ~4-5 jam
Buatkan Vampire Survivors-style game dengan HTML Canvas, CSS, dan JavaScript.
Auto-attack survival:
- Player auto-moves (WASD control direction)
- Auto-fire weapons based on equipped items
- Survive as long as possible, enemies get stronger over time
Weapon/upgrades system:
- Unlock weapons: magic wand, fireball, garlic aura, lightning
- Weapons level up automatically (pick duplicates)
- 4 equipment slots
- 3 passive item slots
- XP orbs drop dari enemies, auto-collect in radius
Enemy waves:
- Enemies spawn from edges
- Mix of types (fast/strong/tanky)
- Boss spawn setiap 5 minutes
- Difficulty scaling: more enemies, faster spawn, stronger types
Progression:
- Gold collect untuk unlock characters
- Level-up choices: pick weapon upgrade atau passive
- Survive until 15-30 minute milestone
Visual: pixel art, screen fills with enemies, bright projectile colors, satisfying particle explosions.
Simulation Games
Simulation games meniru aspek dunia nyata dengan ruleset yang dibuat-buat. Dari farming sim hingga life sim — kategori ini mengasah economy systems, time management, dan emergent gameplay.
Prompt 33: Farming Simulation
Tingkat: Menengah - Lanjutan | Durasi Pengerjaan: ~4-5 jam
Buatkan farming simulation game dengan HTML Canvas, CSS, dan JavaScript.
Time system:
- Day/night cycle (30 detik = 1 day)
- Seasons (Spring, Summer, Fall, Winter — each 7 days)
- Weather effects (sunny, rainy, stormy)
Farming mechanics:
- Till soil dengan hoe
- Plant seeds (vegetables, fruits, flowers)
- Water crops (rain auto-waters, else manual)
- Crops grow over time dengan stages
- Harvest when ready
- Crop variety: 8+ crop types dengan different grow times dan values
Animals:
- 3 animal types (chicken, cow, sheep)
- Feed animals, collect products (eggs, milk, wool)
- Animals need shelter
Progression:
- Sell produce for money
- Buy seeds dan animals
- Upgrade tools (better hoe, watering can dengan larger capacity)
- Expand farm plot
- Shipping bin untuk sell overnight
UI: isometric farm view, inventory bar, day/season/weather display, money counter.
Prompt 34: Life Simulation (Tamagotchi-style)
Tingkat: Pemula - Menengah | Durasi Pengerjaan: ~2-3 jam
Buatkan virtual pet/life simulation dengan HTML, CSS, dan JavaScript.
Pet needs:
- Hunger, Happiness, Energy, Hygiene (0-100)
- Stats decrease over real time (even when not playing)
- Visual feedback: sad/happy expressions based on stats
- Death if any stat reaches 0 for too long
Care actions:
- Feed (restore hunger)
- Play (restore happiness, drain energy)
- Clean (restore hygiene)
- Rest/sleep (restore energy)
- Medicine (if sick)
- Discipline/trains (affects behavior)
Pet development:
- Life stages: Egg -> Baby -> Child -> Adult
- Stats affect growth speed
- Random events (sick, mischievous,etc.)
- Age counter
Visuals:
- Pet sprite changes dengan growth stage
- Expression changes berdasarkan mood
- Particle effects (hearts, stars, bubbles)
- Background changes (day/night, seasons)
Save/load: localStorage persistence.
Prompt 35: Tycoon/Idle Business Game
Tingkat: Pemula - Menengah | Durasi Pengerjaan: ~2-3 jam
Buatkan business tycoon/idle game dengan HTML, CSS, dan JavaScript.
Business mechanics:
- Buy businesses (lemonade stand, food truck, restaurant, hotel, casino)
- Each business generates income per second
- Upgrade businesses (increase income rate)
- Hire managers (automate income generation)
Progression tiers:
- Tier 1: cheap, fast ROI (lemonade stand, newspaper stand)
- Tier 2: medium investment, steady income (food truck, cafe)
- Tier 3: expensive, high income (restaurant, hotel)
- Tier 4: luxury (casino, resort)
Idle mechanics:
- Offline earnings (calculate saat return)
- Prestige system: reset untuk prestige multiplier
- Milestone bonuses
Money display: formatted dengan K, M, B notation.
Visual: clean business aesthetic, profit counters, upgrade animations, floating dollar signs.
Prompt 36: Physics Sandbox (Ragdoll/Building)
Tingkat: Menengah | Durasi Pengerjaan: ~2-3 jam
Buatkan physics sandbox game dengan HTML Canvas, CSS, dan JavaScript (menggunakan custom physics atau pake pake library lightweight).
Physics elements:
- Rigid body objects (boxes, circles, planks)
- Gravity
- Collision detection dan response
- Joints/constraints (connect objects together)
- Apply force dengan mouse drag
Tools:
- Spawner untuk create objects
- Delete tool
- Joint tool untuk connect objects
- Reset button
- Gravity toggle
Interactions:
- Click and drag objects
- Right-click to spawn fixed objects
- Scroll untuk zoom
- Middle-click to pan
Presets: ragdoll, bridge building challenge, demolition, stacking challenge.
Visual: blueprint/schematic aesthetic, grid background, color-coded elements.
Multiplayer & Multiplayer-Ready
Multiplayer games memerlukan synchronization, state management, dan networking awareness. Kategori ini mencakup game yang bisa dimainkan lokal multiplayer (split-screen/hot-seat) hingga game dengan networked architecture dasar.
Prompt 37: Local Multiplayer Party Game
Tingkat: Menengah | Durasi Pengerjaan: ~3-4 jam
Buatkan local multiplayer party game dengan 4 minigames rotating, HTML Canvas, CSS, JS.
Controls:
- Player 1: WASD + F
- Player 2: Arrow keys + L
- Player 3: IJKL + H
- Player 4: Numpad 8456 + Enter
Minigames (simple ones):
1. Race: reach finish line first
2. Tag: one is it, chase others
3. Sumo: push others off platform
4. Collector: collect most items in time limit
Game flow:
- Lobby screen untuk select players
- Random minigame selection
- 3-round match (best of 3 wins)
- Score tracking per player
- Winner screen dengan celebration
Visual: colorful, cartoon style, player dengan distinct colors (red, blue, green, yellow), large fonts, crowd cheers sound effect.
Prompt 38: Tron Light Cycle Game
Tingkat: Pemula - Menengah | Durasi Pengerjaan: ~2 jam
Buatkan Tron light cycle game dengan HTML Canvas, CSS, dan JavaScript.
Mechanics:
- Local 2-player (Player 1: WASD, Player 2: Arrows)
- Both players leave trail behind
- Players cannot cross own trail atau opponent trail
- Collision = lose
- Trail turns dengan 90 degrees only
- Speed increases slightly over time
Arena:
- Bordered arena (wall collision = death)
- Single life per round
- Best of 5 rounds
- Brief countdown sebelum each round
Visual: neon grid aesthetic, bright cyan/pink trails, glowing player heads, CRT scanline overlay, trail dengan glow.
Prompt 39: Online Multiplayer Game Architecture (Tic-Tac-Toe)
Tingkat: Menengah - Lanjutan | Durasi Pengerjaan: ~3-4 jam (with backend)
Buatkan multiplayer Tic-Tac-Toe dengan real-time synchronization.
Frontend (HTML/CSS/JS):
- Clean game board dengan X dan O
- Player vs Player (2-browser)
- Room system: create room, join room via code
- Turn indicator
- Win/draw detection
- Chat box untuk quick messages
- Spectator mode
Backend concept (sertakan pseudocode/API design):
- WebSocket untuk real-time
- Room management (create, join, leave)
- Game state sync
- Move validation server-side
Note: include mock/simulation version yang bisa run di single browser untuk testing, dengan comment bagaimana integrate real WebSocket.
Visual: clean minimal design, animated X dan O, glow effect on win line.
Prompt 40: Agar.io Clone
Tingkat: Lanjutan | Durasi Pengerjaan: ~5-6 jam
Buatkan Agar.io-style game dengan HTML Canvas, CSS, dan JavaScript.
Core mechanics:
- Player controls blob dengan mouse
- Blob follows mouse dengan smooth interpolation
- Eat food pellets (small dots) untuk grow
- Eat smaller blobs untuk grow faster
- Bigger blobs = slower movement
- Leaderboard showing top 10
AI bots:
- Add 10-15 AI bots yang behave realistically
- Bots chase smaller, flee dari larger
- Bots collect food
- AI difficulty varies (aggressive, passive, smart)
Camera:
- Camera follows player
- Zoom out as player grows
- Grid background that scrolls
Collision:
- Blob overlap check
- Absorption when one blob significantly larger
- Mass transfer animation
Visual: cellular/organic aesthetic, soft colors, smooth scaling, subtle pulsing animation, particle burst on eat.
Horror & Thriller Games
Horror games adalah tentang tension, atmosphere, dan psychological fear. Dari jumpscare hingga slow-building dread — kategori ini mengasah lighting systems, sound design, dan narrative pacing.
Prompt 41: Horror Maze Escape
Tingkat: Pemula - Menengah | Durasi Pengerjaan: ~2-3 jam
Buatkan horror maze escape game dengan HTML Canvas, CSS, dan JavaScript.
Maze mechanics:
- Procedurally generated maze
- First-person view (raycasting atau simple 2.5D)
- WASD movement, mouse look
Horror elements:
- Limited flashlight dengan battery (recharge at stations)
- Monster/enemy that patrols maze
- When monster spots you: jumpscare (screen shake + sound) atau chase sequence
- Scattered notes/pages yang reveal story
- Random events: flickering lights, whispers, doors that slam shut
- Static noise increases when monster near
Objective:
- Find exit key
- Escape sebelum monster catches you
Visual:
- Dark, desaturated palette
- Fog/limited visibility
- Flashlight creates cone of light
- Monster silhouette dalam darkness
- Blood splatter effects
Audio: ambient sounds, footsteps, heartbeat when danger near.
Prompt 42: Found Footage Horror Game
Tingkat: Pemula - Menengah | Durasi Pengerjaan: ~2-3 jam
Buatkan found footage horror game dengan HTML, CSS, dan JavaScript.
Gameplay:
- Top-down view styled sebagai CCTV/security camera footage
- Player controls camera position (pan/zoom)
- Watch areas untuk detect paranormal activity
- Record button untuk capture evidence
Horror mechanics:
- Ghost/demon appears randomly di feed
- Static distortion when entity nearby
- Recording quality degrades
- Objects move by themselves
- Multiple entities dengan different behaviors
Evidence system:
- Collect evidence (video clips, audio, photos)
- Review footage di "security room"
- Some evidence clearer than others
- Win: collect enough evidence before entities overwhelm
Visual: VHS aesthetic, timestamp overlay, tracking numbers, scan lines, chromatic aberration, timestamp.
Prompt 43: Monster Chase Game
Tingkat: Pemula | Durasi Pengerjaan: ~1.5 jam
Buatkan stealth horror game dengan HTML Canvas, CSS, dan JavaScript.
Gameplay:
- Player in dark environment
- AI monster that patrols
- Hide in shadow / behind objects
- Monster has vision cone (visible to player)
- If spotted: RUN or you're dead
- Find keys dan reach exit
Mechanics:
- Light/dark zones
- Footstep sounds (moving = noise, hiding = safe)
- Flashlight sebagai distraction (throw to lure monster)
- Limited hiding spots
- Death = restart level
Visual: mostly dark dengan small player light, red vision cone overlay, silhouette monster, tension-inducing music.
Card & Board Games
Digitalisasi game kartu dan board game klasik. Dari blackjack hingga poker — kategori ini mengasah probability systems, game state machines, dan rule engines.
Prompt 44: Blackjack
Tingkat: Pemula | Durasi Pengerjaan: ~1.5 jam
Buatkan Blackjack game dengan HTML, CSS, dan JavaScript.
Rules:
- Standard Blackjack rules
- Player vs Dealer
- Betting system dengan virtual chips
- Hit, Stand, Double Down, Split
- Dealer stands on 17
- Blackjack pays 3:2
- Insurance option
Features:
- Animated card dealing
- Chip betting (10, 25, 50, 100)
- Win/lose/push detection
- Running count untuk card counting practice
- Basic strategy hint button (tells optimal move)
- Session stats (hands played, win rate, profit/loss)
Visual: casino table aesthetic, card faces dengan suits dan values, smooth flip animations, chip stack visualization.
Prompt 45: Poker (Texas Hold'em) vs AI
Tingkat: Lanjutan | Durasi Pengerjaan: ~6+ jam
Buatkan Texas Hold'em poker game dengan HTML, CSS, dan JavaScript.
Poker rules:
- Standard Texas Hold'em rules
- Blinds: small blind, big blind
- Betting rounds: preflop, flop, turn, river
- Hand ranking dari high card sampai royal flush
- Showdown comparison
AI opponent:
- 3 AI players dengan different play styles (tight, loose, aggressive)
- Simple decision-making: fold/call/raise based on hand strength
- Bluff probability
- Adjust bet sizing based on hand
Features:
- Chip management
- Pot odds display
- Hand strength indicator
- Move history
- Tournament mode (play until one left)
- Sit-and-go option
Visual: green felt table, realistic card design, chip stacks, player avatars dengan names.
Prompt 46: Dominoes Game
Tingkat: Menengah | Durasi Pengerjaan: ~2-3 jam
Buatkan Dominoes game dengan HTML, CSS, dan JavaScript.
Game type: "All Fives" (Mejes) variant
- Match open ends dengan pip count
- Score 5 points when open ends sum to multiple of 5
- Drawing dari pile when no match available
- Block: game ends if no moves dan empty pile
Features:
- Player vs 1 AI opponent
- Auto-draw from pile
- Valid move highlighting
- Score tracking
- Game over when someone reaches 100 (opponent wins)
- First play highest double
Visual: realistic domino tiles, drag-and-drop or click-to-place, pip dots clearly visible, hand display.
Prompt 47: Mahjong Solitaire
Tingkat: Menengah | Durasi Pengerjaan: ~3-4 jam
Buatkan Mahjong Solitaire dengan HTML, CSS, dan JavaScript.
Rules:
- 3D stacked tile layout (classic turtle pattern)
- Match pairs of identical free tiles
- Free tile: no tile on top, and at least one side (left atau right) open
- Win: clear all tiles
- Lose: no valid moves remaining
Tile set:
- 144 tiles dengan 42 unique designs
- Suits (dots, bamboo, characters) + honor tiles (winds, dragons, flowers)
Features:
- Shuffle option (limited uses)
- Hint system
- Timer
- Move counter
- Undo functionality
- Auto-detect available moves
Visual: realistic tile design with 3D layering, highlight free tiles, selected tile glow, smooth removal animation.
Physics & Casual Games
Physics-based dan casual games adalah tentang satisfying interactions dan immediate fun. Dari Angry Birds hingga cut-the-rope — kategori ini mengasah physics engines, touch controls, dan juice/feel.
Prompt 48: Angry Birds-style Physics Game
Tingkat: Menengah | Durasi Pengerjaan: ~4-5 jam
Buatkan Angry Birds-style physics game dengan HTML Canvas, CSS, dan JavaScript.
Physics:
- 2D rigid body physics (custom atau lightweight library)
- Gravity, velocity, collision response
- Static structures (blocks, glass, wood, stone)
- Dynamic objects that react to impact
Gameplay:
- Slingshot mechanic (drag back untuk aim, release to launch)
- Trajectory preview line
- Multiple bird types dengan different abilities:
- Red: normal impact
- Yellow: speed boost (tap to activate)
- Blue: splits into 3 smaller birds
- White: drops egg bomb
- Limited birds per level (3 stars if use minimum)
- Destructible structures dengan different material strengths
Levels:
- 10+ levels dengan increasing complexity
- Star rating based on destruction + birds remaining
- Physics-based puzzle solving
Visual: colorful cartoon style, particle debris, dust clouds, satisfying destruction physics.
Prompt 49: Cut the Rope-style Puzzle
Tingkat: Menengah | Durasi Pengerjaan: ~3-4 jam
Buatkan Cut the Rope-style puzzle game dengan HTML Canvas, CSS, dan JavaScript.
Physics:
- Rope/pendulum physics (constraint-based)
- Candy object connected by ropes
- Gravity affects candy
- Rope segments with tension
Mechanics:
- Click/swipe to cut ropes
- Collectible stars (3 per level)
- Some ropes attach to moving anchor points
- Air puffs to blow candy
- Bubbles that make candy float up
Level design:
- 15+ levels dengan increasing complexity
- Tutorial levels for each mechanic
- Star threshold: 1 star = reach goal, 2 stars = +1 star collect, 3 stars = +2 stars
Visual: playful colorful style, Om Nom-like character (simple face), candy with wrapper, sparkly stars.
Prompt 50: Pinball Game
Tingkat: Menengah | Durasi Pengerjaan: ~3-4 jam
Buatkan pinball game dengan HTML Canvas, CSS, dan JavaScript.
Physics:
- Ball physics: gravity, velocity, collision with walls dan objects
- Flipper mechanics: rotate on keypress (Z/X or Left/Right)
- Bouncy bumpers, slingshots
- Ball drain detection
Gameplay elements:
- Bumpers: circular, bounce ball with multiplier
- Targets: light up when hit
- Drop targets: when all down = bonus
- Flippers: instant response, angled launch
- Ball saver: brief immunity after drain
Scoring:
- Bumper hit: 100 pts
- Target: 500 pts
- Combo multiplier
- Extra ball at threshold
Features:
- Gravity flip (flip playfield orientation)
- 3 balls per game
- High score with localStorage
- Simple particle effects on hits
Visual: retro pinball aesthetic, bright neon colors, glowing elements, flipper animation.
Prompt 51: Fruit Ninja Clone
Tingkat: Pemula - Menengah | Durasi Pengerjaan: ~2-3 jam
Buatkan Fruit Ninja-style slicing game dengan HTML Canvas, CSS, dan JavaScript.
Mechanics:
- Fruits fly up dari bottom dengan parabolic trajectory
- Swipe/drag to slice fruits
- Blade trail follows mouse/touch movement
- Slice detection: line-fruit intersection
- Bomb fruits: if sliced = game over
- Miss 3 fruits = game over
Fruit variety:
- 5 fruit types (watermelon, apple, orange, banana, coconut)
- Different sizes dan points
- Juice particle effect saat slice
- Sliced halves fly apart with physics
Scoring:
- +10 per fruit sliced
- Combo bonus: slice multiple fruits in one swipe
- Critical slice: exact center = double points
Features:
- Blade styles (different colors/trails)
- Juice splatter effect
- Screen shake on bomb hit
- Multiple game modes: classic, zen, arcade
Visual: vibrant fruit colors, satisfying slice effect, juice particles, combo text popup.
Prompt 52: Bubble Shooter
Tingkat: Pemula | Durasi Pengerjaan: ~2-3 jam
Buatkan bubble shooter game dengan HTML Canvas, CSS, dan JavaScript.
Mechanics:
- Bubble shooter di bottom, aim dengan mouse
- Shoot bubble ke atas
- Snap to nearest grid position
- Match 3+ same color bubbles to pop
- Bubbles with no support fall
- New row added setiap N shots
Physics:
- Parabolic trajectory preview
- Bounce off walls
- Snap-to-grid collision
Features:
- 5-6 bubble colors
- Color-changing bubble (if stuck with no match, changes color)
- Power-up bubbles: bomb (pop 3x3), lightning (pop entire column), star (pop all of one color)
- Score multiplier for chain reactions
- Clear screen bonus
Level design:
- 20+ levels dengan different starting patterns
- Increasing difficulty
Visual: colorful bubbles dengan highlight, satisfying pop animation, chain reaction particle burst.
Tips Membuat Prompt Game yang Efektif
Spesifik dengan Mechanic
Jangan hanya minta "buatkan game arcade". Sebutkan mechanic spesifik: "buatkan game dengan gravity physics, double jump, wall slide, dan dash mechanic."
Definisikan Visual Style
Sebutkan aesthetic yang diinginkan: "pixel art 8-bit", "neon synthwave", "watercolor", "minimalist geometric". AI akan menghasilkan lebih baik dengan reference visual yang jelas.
Tentukan Scope Jelas
"Buatkan versi MVP dulu dengan core mechanic saja, bisa ditambahkan fitur nanti." Ini membantu AI fokus dan menghasilkan kode yang manageable.
Minta Iterative Output
"Buatkan V1 dulu dengan movement dan collision saja. Nanti saya akan minta V2 dengan enemy AI, V3 dengan level progression."
Gunakan Reference Games
"Buatkan game seperti [Flappy Bird] tapi dengan twist: [tambahkan power-up dan multiple levels]." Reference membuat AI memahami feel yang diinginkan.
Break Down Kompleksitas
Untuk game kompleks, minta bagian per bagian: "Fase 1: player movement & physics. Fase 2: enemy AI. Fase 3: level system. Fase 4: UI & polish."
Prompt Template Generator
Gunakan template ini untuk membuat prompt game custom:
Buatkan [JENIS GAME] game menggunakan HTML Canvas, CSS, dan JavaScript dalam satu file HTML.
THEME: [deskripsi tema, contoh: space adventure, medieval fantasy, cyberpunk]
PLAYER:
- [deskripsi player, contoh: spaceship, knight, ninja]
- Controls: [keyboard inputs]
CORE MECHANICS:
1. [mechanic utama #1]
2. [mechanic utama #2]
3. [mechanic utama #3]
GAMEPLAY:
- [game loop description]
- Win condition: [...]
- Lose condition: [...]
VISUAL STYLE: [pixel art, neon, flat design, cartoon, dll]
FEATURES TO INCLUDE:
- [feature #1]
- [feature #2]
- [feature #3]
DIFFICULTY: [Easy / Medium / Hard]
CATALOGkan kode lengkap dalam satu file HTML yang bisa langsung dijalankan.
Teknik Gamedev dengan AI
Game Loop Pattern
// Template game loop standard
const gameLoop = (timestamp) => {
const deltaTime = timestamp - lastTime;
lastTime = timestamp;
update(deltaTime);
render();
requestAnimationFrame(gameLoop);
};
// Usage dalam game Anda:
let lastTime = 0;
requestAnimationFrame(gameLoop);
function update(dt) {
// Update physics
player.velocity.y += gravity * dt;
player.x += player.velocity.x * dt;
player.y += player.velocity.y * dt;
// Update game objects
enemies.forEach(e => e.update(dt));
particles.forEach(p => p.update(dt));
}
function render() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
drawBackground();
drawEntities();
drawParticles();
drawUI();
}
Collision Detection AABB
// AABB (Axis-Aligned Bounding Box) collision
function checkCollision(a, b) {
return a.x < b.x + b.width &&
a.x + a.width > b.x &&
a.y < b.y + b.height &&
a.y + a.height > b.y;
}
// Circle-to-Circle collision
function circleCollision(c1, c2) {
const dx = c1.x - c2.x;
const dy = c1.y - c2.y;
const distance = Math.sqrt(dx * dx + dy * dy);
return distance < c1.radius + c2.radius;
}
// Point-in-Rect collision
function pointInRect(px, py, rect) {
return px >= rect.x && px <= rect.x + rect.width &&
py >= rect.y && py <= rect.y + rect.height;
}
State Machine Pattern
// Game state machine
const GameState = {
MENU: 'menu',
PLAYING: 'playing',
PAUSED: 'paused',
GAME_OVER: 'gameOver'
};
let currentState = GameState.MENU;
function handleStateTransition(newState) {
// Exit current state
switch(currentState) {
case GameState.MENU: exitMenu(); break;
case GameState.PLAYING: exitGame(); break;
case GameState.GAME_OVER: exitGameOver(); break;
}
// Enter new state
currentState = newState;
switch(newState) {
case GameState.MENU: enterMenu(); break;
case GameState.PLAYING: enterGame(); break;
case GameState.GAME_OVER: enterGameOver(); break;
}
}
// Usage dalam game loop
function update(dt) {
switch(currentState) {
case GameState.MENU: updateMenu(dt); break;
case GameState.PLAYING: updateGame(dt); break;
case GameState.PAUSED: break; // No update
case GameState.GAME_OVER: updateGameOver(dt); break;
}
}
Object Pooling
// Object pool untuk performance
class ObjectPool {
constructor(createFn, resetFn, initialSize = 20) {
this.createFn = createFn;
this.resetFn = resetFn;
this.pool = [];
this.active = [];
// Pre-populate
for(let i = 0; i < initialSize; i++) {
this.pool.push(this.createFn());
}
}
get() {
const obj = this.pool.pop() || this.createFn();
this.active.push(obj);
return obj;
}
release(obj) {
const idx = this.active.indexOf(obj);
if(idx > -1) {
this.active.splice(idx, 1);
this.resetFn(obj);
this.pool.push(obj);
}
}
}
// Usage: const bulletPool = new ObjectPool(
// () => ({x:0, y:0, vx:0, vy:0, active:false}),
// (b) => { b.active = false; },
// 50
// );
Procedural Generation Template
// Simple procedural maze generation (Recursive Backtracking)
function generateMaze(width, height) {
const maze = Array(height).fill().map(() => Array(width).fill(1));
const stack = [];
function carve(x, y) {
maze[y][x] = 0;
const dirs = [[0,-2],[0,2],[-2,0],[2,0]].sort(() => Math.random()-0.5);
for(const [dx, dy] of dirs) {
const nx = x + dx, ny = y + dy;
if(nx > 0 && nx < width-1 && ny > 0 && ny < height-1 && maze[ny][nx] === 1) {
maze[y + dy/2][x + dx/2] = 0;
carve(nx, ny);
}
}
}
carve(1, 1);
return maze;
}
// Usage: const maze = generateMaze(21, 21);
// 0 = path, 1 = wall
Penutup
100+ prompt di buku ini adalah starting point untuk perjalanan game development-mu. Dari game pertama yang mungkin hanya 50 baris kode, hingga pengalaman bermain yang kompleks dan memuaskan — semuanya dimulai dari satu prompt yang tepat.
Kunci sukses dalam game development dengan AI:
- Iterasi cepat — mulai dari MVP, tambahkan fitur satu per satu
- Kombinasi prompt — gabungkan mechanic dari kategori berbeda untuk game unik
- Polish & feel — juice (screen shake, particles, sound) buat game playable jadi memorable
- Iterasi & refinement — prompt pertama jarang sempurna, tweak sampai sesuai visi
- Pelajari kode — jangan hanya copy-paste, pahami bagaimana setiap mechanic bekerja
"Every expert was once a beginner who refused to give up."
Buat game pertama hari ini.Lalu buat yang kedua. Lalu yang ketiga. Eventually, kamu akan punya portfolio yang membanggakan.
Catatan Edisi
- Edisi 1.0 | September 2026
- Total: 100+ prompt dalam 12 kategori
- Platform target: HTML5 Canvas + CSS + JavaScript
- Semua prompt siap dijalankan di ChatGPT, Claude, Gemini, dll.
Selamat membuat game — dan jangan lupa publish hasilnya!