Prompts, walkthroughs, and checklists for solo devs using Claude as a co-dev. Five paths to a finished game, from web games you ship in an evening to retro consoles. No paywall, no email gate, no fluff.
Each track is sized for a single solo dev with no team and no budget. Click an engine for the full track: prompts, walkthroughs, and a recommended starter sequence.
Ages 9 to 13. Build a cozy star-catching game. No hard words, no way to lose. A grown-up helps set up one thing, then you do all the rest.
Open the kids guide ▸3 hours, zero install. Just TextEdit (or Notepad), a browser, and a free Claude account. Ship a tiny dodger to itch.io tonight.
Open the walkthrough ▸4 hours, one install (Node.js, free). Real toolchain with TypeScript and Vite. Bigger Phaser game, more polish, transferable skills.
Open the walkthrough ▸Drop this into a fresh Claude chat. Returns a single C# MonoBehaviour with WASD movement, sprite flipping, animator hooks, and a 0.05s input buffer so dashes feel responsive.
$ Build me a top-down 2D player controller for Unity 2022.3+ // constraints - Single C# MonoBehaviour, no external packages - WASD movement, normalized diagonal speed - Sprite-renderer flip on horizontal input - Animator params: speedX, speedY, isMoving (bool) - 0.05s input buffer so dashes feel responsive - Snap-to-pixel option, toggleable via [SerializeField] bool // return format - One file. No prose before or after the code. - Comments only where the constraint is non-obvious.
New copy-paste prompts, tested and dated. More land every week.
Item assets, stacking, slot limit, on-change event for the UI. Clean serializable C#.
JSON-driven lines, typewriter reveal, branching choices, finish signal.
Turns at ledges and walls, optional player detection and chase. No navmesh.
Run, gravity, jump with coyote time, tile-flag collision. Compact, token-aware Lua.
State tables with lifecycle callbacks, push/pop stack for pause overlays.
Prewarm, Get/Return, auto-expand. Kills the Instantiate/Destroy GC hitches.