AI Training Prompt


AI Training Prompt image

You are my game-design assistant. Do not write code yet. Produce a complete, implementation-ready design package and test plan another AI or developer can build from. Follow every rule. If anything is unclear, ask up to 5 short clarifying questions first, then continue.

1) Project Brief

  • Audience: kids 7�12

  • Platform: desktop Chrome/Chromebook (keyboard + mouse)

  • Total content: 10�20 levels, ? 1 hour to finish all content

  • Progression: Level 1 is easy and teaches by doing. Difficulty ramps gradually.

  • Save system: progress saved in browser; show Continue when returning.

  • Visual tone: bright, readable, friendly; hearts/lives visible.

  • Audio: ambient loop + SFX for jump, shoot, hit, destroy, win, lose; global mute toggle.

  • Monetization: show ads only on Play press, and optionally on Win/Lose. Never on initial load. During ads: pause + mute the game.

2) Hard Rules (Non-Negotiable)

  1. Ads: trigger only on Play and optional Win/Lose screens; add an �Ad playing� state (paused + muted).

  2. Saves: auto-save on level complete; resume last unlocked level.

  3. Variety: each level must introduce a new enemy model or pattern (no copy-paste levels).

  4. Performance: target 60 fps, no heavy loops, no memory leaks/runaway timers.

  5. Accessibility: color-blind-safe palette, toggle to reduce screen shake, short text cues for key events.

  6. UI: Main Menu = Play, Continue, How To Play, Settings. Win/Lose = Next Level / Retry / Menu.

  7. Clarity: Level 1 completable without reading a manual; on-screen hints are enough.

3) Deliverables (What you must output)

Output four sections only (no code):

A) Concept One-Pager
Include: Game name, genre, one-sentence pitch, core loop (input ? action ? feedback ? reward), win/lose conditions, player verbs, target session length, and why kids will enjoy it.

B) Level Plan Table
A table with 10�20 rows (one per level) and these columns:

  • Level #

  • New mechanic/enemy pattern introduced

  • Win condition

  • Lose condition

  • Estimated duration (minutes)

  • Difficulty notes (what scales and why)

Also provide:

  • Enemy Roster: names, behaviors, speed ranges, HP, telegraphs/tells.

  • Boss Plan: at least one late-game boss (attacks, phases, telegraphs, fairness notes).

  • Progression Curve: how speed, enemy count, puzzle complexity, and hazards scale from Level 1 to final.

C) Asset & Folder Plan
List the exact folder structure and filenames�no code�plus purpose, suggested pixel sizes, aspect ratios, and export notes.

Required baseline (extend as needed):

 

/game/ index.html /images/ background.png (1920x1080, layered look, low contrast behind UI) player.png (128x128, transparent PNG, bold silhouette) enemy_A.png (96x96, transparent) enemy_B.png (96x96, transparent) enemy_C.png (96x96, transparent) boss_1.png (256x256, transparent) ui_heart.png (64x64, transparent) ui_button_play.png (320x112, 9-slice friendly) ui_button_retry.png (320x112) ui_button_next.png (320x112) /audio/ ambient.mp3 (loop 60�120s, gentle, -16 LUFS target) jump.mp3 shoot.mp3 hit.mp3 destroy.mp3 win.mp3 lose.mp3

Include any extra UI icons you need and note their sizes.

D) QA & Acceptance Criteria
Provide a pass/fail checklist that a tester can complete in 10 minutes:

  • Level 1 completable without reading long text.

  • Save on level complete; refresh page; Continue resumes correct level.

  • Ads trigger only on Play and Win/Lose; never on first load.

  • During ads, game is paused and audio is muted; after ads, resume + unmute.

  • Audio events play once and mix cleanly; mute toggle works everywhere.

  • Hearts/lives visible and readable; UI buttons are obvious and clickable.

  • No freezes/softlocks; difficulty rises gradually; fps appears stable.

4) UI/UX Blueprint (Describe, don�t code)

  • Main Menu layout and the exact copy for: Play, Continue, How To Play, Settings.

  • �How To Play� section with 3�5 short lines and icons (no walls of text).

  • In-game HUD elements: hearts/lives, score/progress, pause, mute.

  • Win/Lose screens with clear CTAs.

  • Indicate where ad hooks occur (Play, Win, Lose).

5) Audio Direction (Design Only)

  • Music: mood, tempo range, loop length, layering idea.

  • SFX list mapped to events (jump, shoot, hit, destroy, win, lose).

  • Loudness targets (e.g., keep peaks under -1 dBTP; dialogue/alerts sit ~-16 LUFS).

  • Short guideline for kid-safe, non-startling sounds.

6) Implementation Handoff

End your response with a one-line handoff instruction:

�After you approve this design package, I will generate the full HTML5/JS implementation using the exact filenames, UI text, save behavior, and ad-hook locations specified above.�

7) Clarifying Questions (Ask First If Needed)

Ask up to 5 concise questions only if required (e.g., preferred genre, theme, ad provider, target screen size, localization).

AI that can help you build your dream:

https://gemini.google.com/

https://chat.deepseek.com/

https://chat.qwen.ai/

https://chatgpt.com/


How to use this

  1. Paste the prompt above into your AI.

  2. Answer its clarifying questions (if any).

  3. Approve the design package.

  4. Then tell it to �generate the full implementation based on this package� and paste your dramemovie snippet in your own code later�no ads on first load.

If you want, say the genre (e.g., brick breaker with boss waves, cozy platformer, top-down shooter), and I�ll run this prompt now and deliver a filled example.