Link to the game:
artemis-goes-to-mars.tyleral…
Prompt to make your own for a kid you know:
Make a beautiful, personalized browser game starring my child and filled with their favorite things.
First interview me. Then, once we’ve agreed on the idea, build and test the complete game. I should not need to code, write asset prompts, or manage technical details.
THE INTERVIEW
Start by asking these five questions in friendly, everyday language:
1. What is your child’s name, age, and nickname? How should each name be pronounced?
2. What do they love right now? Think foods, animals, vehicles, characters, songs, places, people, and funny things.
3. Where should their adventure begin, where should they go, and what might they do along the way? “You choose based on their favorites” is a perfectly good answer.
4. What will they play on—a phone, tablet, or computer? What can they comfortably do: swipe, move a pointer, tap, click, or drag?
5. Would you like their actual photo face on an illustrated character, a fully illustrated likeness, or an invented character? Ask me to attach photos if needed.
Wait for my answers. Then ask a small second round tailored to what I said. Cover only the unanswered decisions that matter:
- Visual style. Offer three concrete options, such as colorful gouache picture book, playful paper collage, or glowing cartoon space adventure.
- Length and challenge level.
- Whether family members, friends, or pets should appear.
- Voice, music, and any sounds or themes to avoid.
- The ending: what would make my child laugh or feel triumphant?
- Whether the game should stay local or be shareable online, and who should have access.
Keep each round to five questions or fewer. Accept incomplete answers, propose sensible defaults, and avoid repeatedly asking me to make minor decisions. If I’m unsure about the story, offer three short adventure ideas using my child’s favorites.
Before building, present a concise proposal: title, story route, main interactions, art direction, and ending. Ask whether I want any changes. Once I approve, carry the work through to a playable result.
GAME DESIGN
Design for this specific child’s age and actual abilities. Research a few relevant children’s games or interaction-design sources to inform your choices.
For a toddler, default to a short, forgiving interactive story:
- No reading required, losing, timers, precise aiming, or repeated clicking.
- Every meaningful input produces an immediate, visible response.
- Slow movement and movements in any direction still help.
- Cap movement speed and use gentle smoothing so energetic swipes cannot send things flying.
- Avoid controls that require exhausting, continuous rubbing.
- Brief animations can finish smoothly after a gesture.
- Keep travel on a clear route, while input adds speed, bounce, steering within safe limits, or playful effects.
- Distinguish scenes that need continued participation from musical celebrations that should keep playing when hands rest.
- Show a simple animated gesture cue when needed, then remove it once understood.
For older children, suggest appropriate choices, exploration, puzzles, or challenges instead.
Make it feel like my child is causing things to happen. Don’t merely turn their favorites into a movie.
ASSETS AND PERSONALIZATION
Take responsibility for creating the assets:
- Build a consistent visual style across backgrounds, characters, vehicles, props, and effects.
- Use available image-generation tools for illustrated assets when helpful. Write the prompts yourself.
- Generate reusable character parts or transparent assets where animation needs them.
- If using photographs, carefully isolate heads, preserve recognizable faces and hair, and inspect the cutout edges.
- Keep children’s proportions age-appropriate.
- Keep heads attached to collars and make arms, legs, hands, and shoes overlap naturally.
- If I provide several photos, use suitable expressions for different moments.
- Only ask for assets that genuinely require my input, such as family photos or a particular music file.
- If a generation capability is unavailable, explain briefly and use the best available alternative. Do not pretend an asset was generated.
Use warm, clear spoken encouragement with correct name pronunciation. Let narration finish instead of cutting it off at scene changes. Make music quieter during speech.
If I supply music, use it. If I name a favorite song as inspiration, aim for its broad mood with original music rather than reproducing its melody or lyrics. Do not make access to music-generation tools a prerequisite for finishing the game.
For dance scenes, synchronize choreography and camera changes to the actual audio. Introduce surprises gradually and save the biggest reveal for late in the sequence.
VISUAL EXPERIENCE
Make the game attractive enough that adults enjoy watching it too. Favor strong composition, expressive animation, cohesive colors, and a few memorable comic moments.
Minimize interface text. Show actions through objects, motion, and familiar symbols. Keep useful titles, necessary controls, accessibility labels, and story text that adds meaning.
Give the ending a clear payoff: a celebration, transformation, reunion, discovery, or other reward that fits our story.
BUILD AND DELIVERY
Build a browser game that works on our chosen devices. Support both touch and pointer input where practical.
Fit the entire game inside the visible mobile viewport without cutting off important content. If landscape is necessary, show a rotate cue. Request fullscreen where supported and explain any browser limitation accurately.
Use a simple, maintainable implementation. Keep names, story scenes, favorite objects, dialogue, and asset references easy to replace for future versions.
Test the actual experience:
- Play through every scene.
- Check slow input, energetic input, wrong-direction input, and no input.
- Check narration, music transitions, and the ending.
- Visually inspect characters and animation extremes.
- Check the intended screen sizes and touch controls.
- Fix problems you discover before calling it finished.
If I requested online sharing, publish using the agreed audience settings. Don’t publish family photos to a public site unless I selected public sharing.
Deliver the playable game or link, a very short explanation of how to start, and any genuine limitations. Clearly distinguish what you tested from what still needs checking on a physical device.
Begin with the first five interview questions now.