Ask an AI coding tool for a game and you usually get one of two disappointments. Either the result is a cluster of flat, colored primitive shapes, or it looks great in a screenshot and feels awful the moment you pick up the controls. Writing ever more elaborate prompts is not the fix. What separates a toy from something worth playing is a repeatable process, and the step with the biggest payoff comes after Claude Code has already produced working code. Below is a five-step workflow for building small browser games with Claude Code, illustrated with two examples: a 3D space shooter and a planet-building sim.

The two example games

The first example is a high-speed 3D rail shooter, a game in which the player’s ship follows a fixed track while the player steers, dodges and shoots. A small rocket races through glowing rings, loops around giant planets, threads asteroid fields and fights waves of enemy drones and bosses. The interface tracks a combo multiplier, twin-laser ammo, a boost meter, a shield bar and boss health.

The second example is a calmer planetary colony builder, pitched as Minecraft meets SimCity in space. The player spins a low-poly globe divided into hexagonal sectors, picks one, and the camera drops into a flat isometric tile view, an angled overhead perspective. There the player places drills, solar panels, ice pumps and habitat domes.

The five steps below apply to any genre you want to build in Claude Code.

Step 1: Install a game skill before you prompt

In Claude Code, a skill is a packaged set of instructions and tools that the assistant adopts for a particular category of work. A game kit is simply a skill built for game development. The one used here tells Claude Code to choose suitable libraries, produce real graphical art instead of primitive vector shapes, and test the game mechanics before handing anything back.

Installation takes three moves:

  1. Download the kit as a zip file.
  2. Drag the zip file into the Claude Code chat.
  3. Type “install this skill”.

Claude Code confirms the installation and from then on draws on the skill for every game it generates. The same idea works beyond games. If you keep asking Claude Code for one kind of task, bundling the instructions, dependencies and test scripts into a reusable skill extends what Claude Code can do with it.

Step 2: Write a three-part prompt

A good game prompt does not need to be long. It needs to cover three things every time: the idea, the vibe, and whether the game is 2D or 3D. Leave any of them out and Claude has to guess, and guesses tend to produce generic gameplay and forgettable visuals.

Element What to state Space shooter example
Idea What the player does A small rocket flying fast on a set track, collecting glowing rings, shooting waves of drones, picking up weapon power-ups
Vibe Concrete things that should appear Neon rings, a purple and teal nebula, a giant ringed planet, big explosions
Dimension 2D or 3D 3D

The shooter prompt also spelled out the shape of the track, with loops, corkscrews and a vertical climb up a space station. The key habit is in the vibe line. Instead of asking Claude to “make it look cool,” name the objects you expect to see. Vague quality words give Claude nothing to aim at, while named objects give it a target.

The structure carries across genres. The isometric planet builder started from a prompt with the same three parts, even though it plays nothing like the shooter.

Step 3: Polish what players notice first, then add juice

Once the basic mechanics work, turn to the single sensation a player notices first. In the space shooter, that sensation is speed, so the follow-up requests asked for light streaks, glowing engine trails and a camera kick every time the player boosts. In the planet builder, the hook is the spinning globe split into hex sectors, where a click makes the camera swoop down into a buildable isometric grid.

Next comes what game developers call juice: the small, responsive touches that make a game feel alive when you act. Ask for juice explicitly rather than hoping it appears. The juice requests were concrete:

  • Screen shake when the player takes damage
  • Sparks flying when an enemy explodes
  • A sound effect on every impact

A rocket boosts through glowing rings with light streaks and engine trails as an enemy drone bursts into sparks

▲ Speed effects and juice in a space shooter

Step 4: Make Claude Code check its own work

The fourth step makes Claude Code responsible for checking its own output. With the game kit installed, Claude Code opens the game in a real browser running headless, that is, without a visible window, and reads the console log. A single console error is enough for it to treat the build as broken.

Visual quality gets its own loop. The standing instruction is simple: after each round of changes, Claude captures a screenshot, studies it and fixes the weakest thing it can see. Put the first build of the shooter next to the seventh, both grown from the same starting prompt, and the difference is plain. Over those rounds Claude added speed trails, particle bursts when the ship clears a ring, space station structures, boss encounters and explosion effects on its own. Building and polishing the whole game took under an hour.

Step 5: Play it yourself and describe what feels wrong

This is the most important step, and the one most people skip. An AI model can catch runtime errors, but it has no sense of whether a game loop is intuitive, rewarding or fun. Only a person holding the controls can judge that.

Both example games changed after hands-on play:

  • Planet builder: Building directly on the curved surface of a tiny globe felt disorienting. Describing that feeling in plain English led Claude to redesign the interface around flat, zoomed-in sector grids.
  • Space shooter: Aiming at drones while steering through tight ring courses was too frustrating. The fix was to split the two activities into alternating phases, ring runs followed by drone battles.

You do not need game design vocabulary for this. Say what feels awkward, ask for one or two changes at a time, and play again. Small, focused rounds of feedback can improve a game dramatically.

Over-the-shoulder view of a person testing a planet-building game with a hex-sector globe and a flat build grid

▲ Hands-on playtesting to find what feels wrong

Start small and run the whole loop

The lesson from both games appears to be that results depend less on one perfect prompt than on a disciplined loop of checking and revising. These are compact web games, and Claude Code can build far larger software. Small games still make a good starting point because they deliver something you can play within an hour. That suits beginners, people experimenting with AI tools, and parents teaching their children to code with AI.

Steps 4 and 5 are not one-time tasks. Every change goes back through Claude Code’s own checks, and every playtest can turn up one or two new things to fix, so the last stretch of work runs as a loop.

Let Claude check its work, then playtest and repeat Yes No First build froma three-part prompt Polish what playersnotice first Add juice Claude checks errorsand screenshots Play it yourself Feels off? Name one or twoissues plainly Done
▲ Let Claude check its work, then playtest and repeat

To try it, pick one small game idea and work through the loop:

When What to ask Claude Code
Before the first prompt Install a game skill
First prompt The idea, a vibe built from named objects, and 2D or 3D
After the first build Polish the first sensation players notice and add specific juice
After every change Run the game, fix any console error, and fix the weakest thing in a screenshot
After you play One or two awkward spots, described in plain words

Whatever you build, do not skip the last row. The playtest is where a working game becomes a fun one.