How to Write a Game Prompt That Builds the Game You Imagine
A good game prompt names five things: what the player does, what pushes back, how you win, how it looks, and one twist that makes it yours. This guide breaks down each part with weak and strong examples, then shows how to keep shaping the game by talking to it once it is built.
Why the prompt matters, and why it can be short
When you describe a game to an AI game engine, your words become a plan: a title, a pitch, every part of the game and concept art. A vague prompt gives the planner nothing to decide with, so it falls back on the most ordinary version of whatever you named. A precise prompt gives it a direction.
Precise does not mean long. One good sentence beats a page of features. In Tyrbo, a single sentence is enough to start, and the questions that follow fill in the gaps. Your job is to make that sentence carry the five parts below.
The five parts of a game prompt
1. The verb: what you do
Every game is a verb repeated in interesting situations: jump, swap, place, steer, aim, merge, sort, harvest. Name it first. The verb decides the controls, the camera and most of the systems the engine reaches for.
- Weak: "A game about a ninja."
- Strong: "Tap to make a ninja wall-jump up a tower."
2. The threat: what pushes back
Without pressure, a verb is a toy. The threat can be enemies, a timer, a rising flood, a limited number of moves, or plain gravity. Say what it is and how it grows.
- Weak: "There are enemies."
- Strong: "Rising lava chases you, and it speeds up every ten floors."
3. The win: what you are working toward
Tell the engine how a run or a level ends well: reach the exit, clear the board, survive until dawn, beat the boss, top your best score. Endless games still need a score that means something.
- Weak: "Try to win."
- Strong: "Reach the shrine at the top, and your time goes on a leaderboard."
4. The look: how it should feel to see
Name a style the way an art director would: a medium, a palette, a mood. "Cute" and "cool" leave every choice open. Tyrbo has 24 look directions, from tiny 8-bit and 16-bit pixel art to painted storybook, ink sketch, paper craft, anime, neon and several kinds of 3D, so a concrete style word maps onto something real.
- Weak: "Nice graphics."
- Strong: "Ink sketch on off-white paper with a single red wash."
5. The twist: the one rule that makes it yours
The twist is a single rule that bends the genre. Not five rules. One. It is what makes a player say "oh, that is clever" instead of "I have played this before".
- "Your towers are built from the enemies you defeated last wave."
- "Every match you make also shrinks the board."
- "The runner can only change lanes on the beat of the music."
Bad prompts, and what is wrong with them
"Make a fun RPG." No verb, no threat, no win, no look. The engine will build the most average RPG it can, and you will not recognize it as yours.
"An open world with crafting, base building, pets, fishing, a story, quests, skill trees and a day-night cycle." A feature list, not a game. Every item is a full system that needs its own tuning. Pick the one you care about most and build the game around it.
"Like a famous game, but better." Naming another game asks for a copy and says nothing about what you would change. Describe the part you love in your own words, then add your twist.
"A game where you feel lonely." A lovely goal, but a mood, not a mechanic. Keep the mood and add the verb: "Row a small boat across a dark sea at night, lighting buoys one by one; each lit buoy reveals a little more of the map."
Good prompts, taken apart
"A tiny wizard stands in a graveyard and auto-casts spells at endless waves of skeletons; every level-up offers three new spells, and the run ends at midnight."
- Verb: steer the wizard while spells fire on their own.
- Threat: endless skeleton waves.
- Win: survive until midnight.
- Look: implied spooky; add "in a spooky cartoon style" to pin it down.
- Twist: the clock as the finish line.
"Place sandstone towers along a winding canyon to stop desert beetles reaching the oasis; towers crumble after three waves, so you keep rebuilding."
- Verb: place towers.
- Threat: beetle waves along a path.
- Win: protect the oasis.
- Twist: crumbling towers, which turns a tower defense economy into a question of when to rebuild.
"Swap fruit on a garden board to fill seed jars; a match of five grows a vine that clears a whole row; soft pastel paper-craft style."
- Verb: swap.
- Threat: limited moves (common in match-3, but say it if you want it).
- Win: fill the jars.
- Look: pastel paper craft.
- Twist: the vine.
Let the questions do their job
After your sentence, Tyrbo asks a few questions, each with a best guess already picked. Do not cram every answer into the prompt. Use the prompt for what only you know (the verb, the twist, the feel) and let the questions cover the rest: orientation, difficulty, run length. When a guess is wrong, say what you want in a few words.
Then read the plan. If the pitch on the plan does not describe your game, the prompt missed something. Fix it there, before anything is built.
Changing a game by talking to it
The prompt starts the game; the conversation finishes it. Once you are playing the build on your phone, every change is just another message, and the same craft applies: be specific, name the moment, say what you expected.
- Weak: "Make it harder."
- Strong: "Waves 1 to 3 feel right. Wave 4 is a wall and I lose every time. Add a tower slot before wave 4, or slow the armored beetles a little."
- Weak: "The art is off."
- Strong: "The skeletons blend into the gravestones. Make the skeletons brighter and the gravestones darker."
- Weak: "Add more stuff."
- Strong: "After level 10, add a second enemy that splits in two when hit."
Two habits help. Change one thing per message, then play, so you know what each change did. And ask for testing helpers: the AI can add cheats, a button that spawns any enemy, a jump to any level, or sliders for numbers like speed and spawn rate. Sliders let you feel the right value instead of guessing it in words.
A pattern to copy
When you are staring at an empty box, fill in these slots in order and skip any you do not care about:
- The verb and who does it: "Steer a paper kite"
- Where: "through a stormy city"
- The threat and how it grows: "while lightning strikes wherever you lingered last"
- The win: "until you reach the clouds"
- The twist: "and your string grows longer with every coin"
- The look: "in paper-craft style with soft drop shadows"
Read together, that is one sentence and a whole game. Anything you leave out, the questions will ask about. If you need a starting idea, game ideas for beginners has plenty to bend with your own twist.
Questions people ask
How long should a game prompt be?
One or two sentences. A good prompt names the verb, the threat, the win, the look and one twist; it does not list features. Tyrbo asks follow-up questions for whatever you leave open, so a short, precise prompt beats a long, vague one.
Do I need to know game design terms to write a prompt?
No. Plain words work: say what you tap or swipe, what is chasing you, and how you win. Genre words like tower defense or match-3 help the planner start from the right systems, but describing the play in your own words works too.
Can I change the game after it is built?
Yes. You change it by talking to it. Describe the moment that felt wrong and what you expected instead, one change per message, then play again. You can also ask for testing helpers like cheats and balancing sliders.
What if the AI misunderstands my prompt?
You see a plan with a title, a pitch, every part of the game and concept art before anything is built. If the plan is wrong, reply with what you meant. Fixing it on the plan costs far less than fixing it after the build.
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