Level 1 - 100+ Prompt

Kumpulan Prompt AI
untuk Membuat Game

Edisi Lengkap — Dari Sederhana ke Kompleks

Buku ini mengumpulkan 100+ prompt AI yang dirancang khusus untuk membantu developer game indie, hobbyist, dan pemula membuat game — mulai dari konsep sederhana hingga pengalaman bermain yang kompleks dan imersif. Setiap prompt sudah dioptimalkan untuk menghasilkan kode game yang playable menggunakan HTML, CSS, dan JavaScript.

12 Kategori 100+ Prompt Web Games AI-Powered
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GameDev Prompts

HTML + CSS + JS


Arcade

Puzzle

RPG

Strategy

Horror

Card

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?

Gameplay Mechanic

Movement, collision, physics, AI behavior, scoring system, dll.

Visual & UI/UX

Particle effects, animations, HUD, menus, transitions.

Audio & Atmosfer

Sound effects, background music, ambient sounds, voice synthesis.

Story & Narrative

Dialogue system, quest, branching story, character progression.

Cara Menggunakan Buku Ini

  1. 1
    Pilih kategori yang sesuai dengan jenis game yang ingin kamu buat.
  2. 2
    Salin prompt menggunakan tombol copy di sudut kanan atas setiap blok prompt.
  3. 3
    Sesuaikan bagian dalam kurung siku [... ] dengan kebutuhan spesifik game-mu.
  4. 4
    Paste ke AI (ChatGPT, Claude, Gemini, atau code generator lainnya) dan jalankan.
  5. 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.
01

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.
02

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.
03

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.
04

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.
05

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.
06

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.
07

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.
08

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.
09

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.
10

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.
11

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.
12

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!