Culebra
The snake you already know: eat, grow and don't bite your own tail. Three speeds and optional walls.
- Very easy
- Classic
- Arcade
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.
The game runs isolated from the rest of the site. Your high score and settings are saved only in this browser.
This game came out of a single message to an AI. Below: a short prompt to copy and paste, how to get the game as one HTML file, the full prompt that was actually used, and what it was missing.
Copy this prompt, paste it into Claude or ChatGPT, and that's it. It's the short version: the minimum for the game to come out playable.
Make me a social deduction game for the browser, for 3 to 5 people, with original art and a top-down camera. - In the center there's a bomb with a countdown and a pulsing sound that speeds up as time runs out. - To defuse it, the hands the screen asks for have to hold their switch AT THE SAME TIME for 2 seconds. - One of the players is a hidden saboteur and wins if the bomb explodes. If they let go of their switch, everyone sees who it was and the bomb speeds up. - One player is loose and moves around the room but can't work switches; the rest are chained to the central ring. - Players can accuse and vote to freeze someone: if they're right, fewer hands are needed; if they're wrong, the bomb speeds up. - At the end everything is revealed: who was who and who let go each time. - Online mode with a 4-character room code and a practice mode against bots to play alone. - The full rules have to fit in three sentences on the start screen. No tutorial. Technical: a single HTML file with the CSS and JavaScript inside, no libraries and no external images, everything drawn on canvas. Fixed simulation step separate from drawing. Playable with a finger on a phone and with the keyboard on a computer.
A game like this is a single file you open with a double click. These four steps are the same in any AI.
Add this line at the end of your prompt: Give me a single, complete HTML file, nothing cut out, ready to save as index.html and open in the browser.
Without it, you often get the code in pieces.
In Claude the game shows up on the side, already running, with a button to copy or download it. In ChatGPT, copy the whole code block: it has to start with <!DOCTYPE html> and end with </html>.
Paste it into Notepad (Windows) or TextEdit in plain text mode (Mac) and save it as index.html. Watch out for .txt: if the file ends up as index.html.txt, it won't open as a page.
It opens in your browser and it's ready to play, with nothing to install and no internet needed. To share it, upload it to any web host or send it by email: it's just one file.
If the game shows up blank, go back to the AI and paste the error from the browser console (right click → Inspect → Console). With that text it fixes it fast.
Longer and more specific: numbers, screens and style details. It's the one that produced exactly this game, unedited. Use it if you want to fine-tune the result.
Diego wrote it in Spanish and it stays in Spanish on purpose: it's the honest record of how the game was made, and a translation would be a prompt nobody used. Claude and ChatGPT understand it as is; add "Answer in English" if you want the game's text in English.
Construye el PRIMER PROTOTIPO de un juego multijugador nuevo para el sitio. Es un juego social de deducción con una bomba y un saboteador oculto, para 3 a 5 personas.
Alcance EXACTO de esta versión.
Entra:
- La bomba con su cuenta regresiva y un pulso sonoro que acelera conforme se acaba el tiempo. Es la firma del juego.
- 1 jugador libre (se mueve por toda la sala, NO puede accionar interruptores) y el resto encadenados al anillo central (se mueven poco, son los únicos que pueden accionar).
- Saboteadores ocultos: 1 con 3-4 jugadores, 2 con 5 (y se conocen entre ellos). Ganan si la bomba explota. Con 3 jugadores el libre es SIEMPRE inocente (si no, gana quedándose quieto).
- Desactivar = sostener: N jugadores sostienen su interruptor a la vez durante 2 segundos. N=2 con 3-4 jugadores, N=3 con 5. Con 3 jugadores el libre cuenta como una de las dos manos (única excepción a que no pueda accionar).
- Soltar antes de tiempo es visible para todos, y se dice quién fue. Esa es la prueba principal del juego. Un intento fallido le come tiempo a la bomba.
- Votación para inmovilizar a un sospechoso: deja de poder accionar. Si se equivocan, la bomba acelera.
- Revelación final: al terminar se muestra todo, quién era quién y quién soltó cada vez.
- Multijugador en línea por código de sala, Y un modo práctica contra bots para poder jugarlo solo.
NO entra (no lo construyas): voz y mordazas, cadenas con longitud física, objetos repartidos por la sala, pasados generados con pruebas cruzadas, los tres sabotajes.
Lo más importante: que se entienda sin tutorial. La regla completa tiene que caber en tres frases en la pantalla de inicio. Nada de manuales. Si hace falta explicar algo, el diseño está mal. Los botones dicen lo que hacen, no nombres de fantasía. Español e inglés.
El arte: 2D que parece 3D. Vista cenital ligeramente inclinada. Personajes con volumen y altura, sombra elíptica debajo, contorno oscuro. Nada de círculos planos. Cada jugador con un color distinto y una silueta distinguible: convierte las capturas a escala de grises y comprueba que se distinguen SIN color. La bomba en el centro, con su cuenta regresiva legible desde cualquier parte, y los interruptores alrededor. Que se vea claramente quién está sosteniendo su interruptor. Estética sobria y tétrica: sala fría, luz dura. Sin sangre. Todo dibujado por código.
Balance, que es la mitad del trabajo. No lo ajustes a ojo: simúlalo. Números de partida sugeridos, para que los muevas: bomba de 3 minutos, intento fallido -15 s, voto equivocado -20 s, sostener 2 s. Escribe bots con políticas simples (inocente coopera; saboteador suelta en el último momento o vota mal) y corre miles de partidas midiendo el porcentaje de victorias del saboteador con 3, 4 y 5 jugadores. Objetivo: entre 45% y 55% en las tres configuraciones. Ajusta los números hasta lograrlo y reporta la tabla final. Vigila el caso degenerado: que el saboteador no gane solo con quedarse quieto, y que los inocentes no ganen solo apurándose sin pensar.
Pruebas: banco propio que cubra el reparto de roles por cantidad de jugadores, que el libre no pueda accionar (salvo la excepción a 3), la ventana de sostener, que soltar se registre con su autor, el efecto de los votos, las condiciones de victoria y la simulación de balance. Capturas a 390x844 y 1280x720 en los dos idiomas y en escala de grises. Mide los cuadros por segundo con 5 jugadores en pantalla.
Técnico: un solo archivo HTML, sin dependencias, sin CDN, sin script src. Corre dentro de un iframe con sandbox="allow-scripts": no hay localStorage, se guarda por el puente de la página. El multijugador va por ese mismo puente; el juego NUNCA toca la red directamente. Menú de pausa, selector español/inglés y botón de volver. Tiene que jugarse en celular y en PC. Paso fijo de simulación, separado del dibujo.
For ChatGPT, add the line from step 1 at the end: it tends to hand over the code in pieces.
What became clear once the game was finished. If you're making your own from this one, add these from the start: fixing things later costs another round.
What was asked after the first result, in Diego's own words (Spanish):
Claude, ChatGPT, Gemini, Copilot: the prompt is the same and so is the method. What changes is where you see the result. Four things that hold in all of them:
"A single HTML file with everything inside, no libraries or CDN." That way the game works with a double click, with nothing to install, and you can upload it to any website.
End with: "before writing the code, tell me in 5 lines what you assumed". That's where the gaps in your prompt show up, while fixing them is still cheap.
Say what happens and what you expected. If you ask for three changes at once, one usually undoes another.
"Check that every level can be won and tell me how you checked." That's how the games on this page found their bugs before going live.
The snake you already know: eat, grow and don't bite your own tail. Three speeds and optional walls.
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.
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.
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.
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.
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.