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Creator handbook

Prompt, play, improve

Give your game a clear goal. Make each edit count.

01

Give the game a clear shape

A PROMPT YOU CAN TESTFour decisions before your first generation.
01Player & perspective

A robot in a side-on lunar harbor.

02A clear objective

Collect five energy coins, then reach the lighthouse.

03Rules & controls

Three lives. Safe checkpoints. Keyboard and touch.

04Visual direction

Blue-night scenery, teal platforms, amber collectibles.

English summary of the Moonrail brief. Use this structure with your own characters, world, and mechanics.

Describe a small, complete game before asking for a larger world. Include the player, camera, controls, objective, obstacles, and what happens when a run ends. Make the playable route easy to read.

Example prompt · illustrative, not a recorded generation

Create a short 3D island game with an isometric camera. Move a tiny explorer with WASD or touch. Collect three keys, avoid two patrolling creatures, then unlock the lighthouse. Give the player three lives and a clear win or loss state. Use readable paths, a visible key counter, and the existing runtime controls. Keep all visible text in English.

Ask for behavior you can test: “collect all three keys before the door opens” is more useful than “make it amazing.” Current generation is instructed to produce English game text, even when your request is in another language.

02

Change one mechanic with clear boundaries

Describe what you observed, what should change, and what must stay the same. The model receives the previous game artifact as context. Each successful edit creates a new saved revision and uses one generation credit.

Example prompt · illustrative, not a recorded generation

The character jumps too high for the short gaps. Make a brief jump press produce a lower jump; holding should keep the current maximum height. Preserve the level geometry, collectibles, enemies, camera, checkpoints, and controls. Make the same behavior work with keyboard and touch.

These are illustrative prompts. The real build stories show measured outcomes from requests submitted through Arcabox.

03

Test the promise in your prompt

  • Controls: do inputs start and stop correctly, including simultaneous movement and jump?
  • Rules: can you win only after meeting the objective? Can you lose and restart?
  • Edits: did the requested behavior change while the rest remained intact?
  • Small screens: can you see the player, read the objective, and reach the controls?
  • Publication: can someone open and play the shared version without your session?