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GAME · TASTE

Build a playable game (you pick the concept)

the prompt
Build one playable browser game that demonstrates the absolute ceiling of your game development capability. You choose the game. That decision is part of what's being evaluated. Context you should know: this is going into a video comparing you against other frontier models, shown to a large audience, and your work will be credited to you by name. Every model gets this exact prompt. So go nuts and show people what you're actually capable of. Requirements: 1. **You pick the game, but the obvious answers are off the table.** The last time this prompt ran, three different frontier models independently returned three versions of the same game. Do not build any of the following: - A twin-stick or top-down arena shooter. No waves of enemies spawning toward you, no between-wave upgrade draft, no survive-as-long-as-you-can score chase. This is the single most common answer and it is banned. - An Asteroids-like: a ship drifting in open space shooting floating objects. - A naval or sailing game. Boats, ocean, cannons, waves — all done. - Anything whose core loop is driving or piloting a vehicle around an open area. - An endless runner, or a Pong, Snake, Breakout, Tetris, or Flappy Bird clone. - A neon-on-black or dark-with-glow aesthetic, in any genre. It has been seen far too many times and reads as a default. What's wanted instead is a genuinely new kind of game — a core verb that isn't "shoot the things coming at you," a world the player is inside rather than looking down at, and a concept that hasn't already been made a thousand times. Immersive. If you can name three existing games that already are what you're building, pick something else. 2. **It has to be genuinely fun within thirty seconds, for someone who has never seen it before.** No tutorial wall, no menu maze. It's playable the moment it loads and the core loop is clear almost immediately. Tune the opening minutes to be forgiving — the last round every model made its game punishingly hard, which is not the same thing as making it good. Someone playing for sixty seconds on camera should be enjoying it, not dying repeatedly. This is the single most important requirement. 3. **The graphics bar is high.** This should look like a real game someone would ship — incredibly realistic, or at minimum a deliberate, fully-realized art direction executed to a professional standard. Untextured primitives, flat-shaded blobs, and programmer art are failures regardless of how good the mechanics are. Lighting, materials, effects, and readability all count. 4. **Depth is the point.** Pull from whatever best showcases you — including but not limited to: a tight core loop with real progression, game feel and juice (screenshake, hitstop, easing, impact particles, camera punch), enemy AI and behavior systems, pathfinding, physics, procedural generation, a difficulty curve that actually escalates, upgrade or build variety, hundreds of simultaneous entities without frame drops, procedural audio via the Web Audio API, a designed HUD and menu system, art direction with a coherent visual identity, replayability. 5. **You have free reign to look up how to use any of these**, and to add any other technique you think demonstrates more. The list is a starting point, not a boundary. 6. **Single self-contained `index.html`.** Any library via CDN. No build step, no server, no API keys. Keyboard and mouse controls, explained on screen in one line. 7. **No hotlinked sprites or audio files, but you may pull in open source libraries freely** — engines, physics, procedural generation, noise, asset generators, particle systems, anything on a CDN. Generate art procedurally, author it in canvas/SVG/WebGL, or use library-driven generation. Sound should be synthesized via the Web Audio API. You have free reign to look up what libraries exist and how to use them. 8. **QA it by actually playing it.** Play several full runs. Confirm the loop works, difficulty scales from a forgiving start, nothing softlocks, collisions are honest, and the frame rate holds when the screen gets busy. Fix what breaks. Work completely autonomously. Do not ask for anything until it's finished. DONE when: it's immediately playable and fun for a first-timer, holds up over multiple runs, doesn't drop frames under load, and the game is something the audience has not already seen three models build.
GENERATION · LOCKED
Drag back for older model generations · coming soon
🔒 LOCKED
JAN '25
JUNE '26
All 0 models · same prompt · $0.00 total
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