AI Training Prompt
Posted on 03.10.2025 — Author: @Mentolatux
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
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Audience: kids 7–12
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Platform: desktop Chrome/Chromebook (keyboard + mouse)
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Total content: 10–20 levels, ≥ 1 hour to finish all content
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Progression: Level 1 is easy and teaches by doing. Difficulty ramps gradually.
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Save system: progress saved in browser; show Continue when returning.
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Visual tone: bright, readable, friendly; hearts/lives visible.
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Audio: ambient loop + SFX for jump, shoot, hit, destroy, win, lose; global mute toggle.
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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)
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Ads: trigger only on Play and optional Win/Lose screens; add an “Ad playing” state (paused + muted).
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Saves: auto-save on level complete; resume last unlocked level.
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Variety: each level must introduce a new enemy model or pattern (no copy-paste levels).
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Performance: target 60 fps, no heavy loops, no memory leaks/runaway timers.
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Accessibility: color-blind-safe palette, toggle to reduce screen shake, short text cues for key events.
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UI: Main Menu = Play, Continue, How To Play, Settings. Win/Lose = Next Level / Retry / Menu.
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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:
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Level #
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New mechanic/enemy pattern introduced
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Win condition
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Lose condition
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Estimated duration (minutes)
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Difficulty notes (what scales and why)
Also provide:
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Enemy Roster: names, behaviors, speed ranges, HP, telegraphs/tells.
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Boss Plan: at least one late-game boss (attacks, phases, telegraphs, fairness notes).
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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):
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:
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Level 1 completable without reading long text.
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Save on level complete; refresh page; Continue resumes correct level.
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Ads trigger only on Play and Win/Lose; never on first load.
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During ads, game is paused and audio is muted; after ads, resume + unmute.
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Audio events play once and mix cleanly; mute toggle works everywhere.
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Hearts/lives visible and readable; UI buttons are obvious and clickable.
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No freezes/softlocks; difficulty rises gradually; fps appears stable.
4) UI/UX Blueprint (Describe, don’t code)
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Main Menu layout and the exact copy for: Play, Continue, How To Play, Settings.
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“How To Play” section with 3–5 short lines and icons (no walls of text).
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In-game HUD elements: hearts/lives, score/progress, pause, mute.
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Win/Lose screens with clear CTAs.
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Indicate where ad hooks occur (Play, Win, Lose).
5) Audio Direction (Design Only)
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Music: mood, tempo range, loop length, layering idea.
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SFX list mapped to events (jump, shoot, hit, destroy, win, lose).
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Loudness targets (e.g., keep peaks under -1 dBTP; dialogue/alerts sit ~-16 LUFS).
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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:
How to use this
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Paste the prompt above into your AI.
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Answer its clarifying questions (if any).
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Approve the design package.
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Then tell it to “generate the full implementation based on this package” and paste your GameMonetize 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.
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