Hormiguitas
Tap a box and ants of its color carry off the cubes at the edge of the picture. 100 levels: easy, medium, hard and super hard.
- Medium
- Puzzle
- Colors
- Leaderboard
Browser games built by Claude, Anthropic's AI, from a written prompt. Free to play with nothing to download, on your phone or computer, most played first. Each one comes with the exact prompt that made it: copy it, change the idea and make your own.
They're prompting experiments. Diego Balarezo's work as a Technical Animator in Unreal Engine is something else, done by hand, and it's in the portfolio.
Tap a box and ants of its color carry off the cubes at the edge of the picture. 100 levels: easy, medium, hard and super hard.
Swap neighboring candies and line up 3 or more of the same color. 10 levels, each with a target and a limited number of moves.
The snake you already know: eat, grow and don't bite your own tail. Three speeds and optional walls.
Pull the slingshot and launch an astronaut cat at structures full of space dogs. Block physics and 5 levels.
Slide tiles on a 4 x 4 board: equal tiles add up. Reach 2048 before the board fills up.
Paddle, ball and a wall of bricks. 8 levels with tough bricks, falling power-ups and 3 lives.
One cat, endless lanes: roads, rivers with logs and train tracks. Get as far as you can without standing still.
A fairground cat throws darts in an arc: pop every balloon with few darts, bouncing off rubber walls. 40 levels and a global leaderboard.
Waves of invaders that march down and speed up. Shields that wear away, a mystery ship and 3 lives.
Full chess with the real rules: castling, en passant, promotion and draws. Against the computer, two players on one device, or online with a code.
8-ball pool with its own physics: spin, cushions and ball in hand. Against the computer, two players on one device, or online with a code.
A classic card duel with legends from Peru: summon, set cards face down, lay traps and fuse. Against the computer or online, one on one.
Cats in magnetic boots: one tap and you drop to the ceiling, another and you're back on the floor. Solo, two-player or online for up to 4.
Greedy worms in a night field: eat the seeds, grow long and make the others crash into you. Solo against bots or online with up to 6.
Animal tower defense: a cat, a hairless dog, a parrot, a llama, a guinea pig and a condor against pests and robots. 20 levels plus an endless mode.
Four-block pieces fall: rotate, fit them and clear lines. They drop faster with every level.
A hummingbird that only rises when you flap. Fly between the cacti without touching them: easy to get, hard to master.
Hold out against waves of shadows in a closed map. Four weapons, exploding barrels and barricades. Solo, two on one keyboard, or online.
Social deduction for 3 to 5: hold your switches at the same time or the bomb goes off. One of you lets go on purpose. Online or against bots.
A square cat that runs on its own to the beat of the music. Jump the collar spikes: one mistake and you're back at the start.
Round-based tactical shooter with a hand-made 3D engine: two objective sites, a long alley and an unforgiving mid. 1v1, 2v2 or 3v3 against bots.
A small browser game can be requested in a single message. Whether it comes out playable on the first try doesn't depend on the idea: it depends on how concrete the prompt is. The prompts on this page have six parts.
Say what it looks like and what you change. Like the bird-launching games, but with a rocket
settles a hundred decisions in one line. Ask for original art: you take the mechanics from the reference, not the characters.
What the player does, how the game responds, how you win and how you lose. One rule per line. If a rule has a number (3 rockets, 5 levels), write it down: whatever has no number, Claude makes up.
Title, game with HUD, level cleared, game over. If you don't name them, you usually get just the match, with no way to retry.
Ask for them separately. Touch controls are the first thing missing when you don't mention them.
Pretty
tells nobody anything. Dark space, parallax stars, red rocket, particles on impact
does: every trait is something you can verify while playing.
A single file, no libraries or CDN, fits any screen and pauses in the background. Without this, the game may depend on files you don't have or break when you upload it to a website.
Replace what's in brackets. Leave the last two parts as they are: they're what makes the game work in any browser and get delivered as one file instead of in pieces.
Make me a browser game about [what it is, in one sentence], in the style of [a well-known game], but with original art. - [what the player does and how the game responds] - [how you win] - [how you lose] - [the numbers: lives, levels, time, score] - Screens: title, the game with [what the scoreboard shows], and game over with a retry button. - Controls: [keyboard] on desktop; [touch] on mobile. Technical: a single HTML file with the CSS and JavaScript inside, no libraries and no external images, everything drawn on canvas. It should fill the window and be playable with a finger on a phone and with keyboard or mouse on a computer. Give me a single, complete HTML file, nothing cut out, ready to save as index.html and open in the browser.
Paste it into Claude or ChatGPT. Save what you get back as index.html and double-click it. The detailed steps are on any game's page, under How it was made. The original prompts of each game are in Spanish, exactly as Diego wrote them.
The first result is almost never the final one. Play, note what breaks and ask for one fix per message, saying what happens and what you expected. For example: if I release the rocket too close to the slingshot it shoots backward; a short drag shouldn't launch it
. If you ask for several changes in one message, one ends up undoing another.