Game Builder Agent turns one honest paragraph about a mechanic into a playable game: first in the emulator preview, then as an Android APK on your phone. Levels, scores, leaderboards, ads and a second player come from the same chat.
This is the kind of thing one sentence gets you. Move with the arrow keys or drag on the screen. The games you build are the real thing: a React Native app with touch controls, not a canvas on a web page.
Every tile drops a working description into the box above. Change a verb and you have your own game. The agent reads the whole paragraph, so the detail you add is the detail you get: the speed ramp, the power-up, the move budget.
The first playable version is the start. Everything below is one more message in the chat, and each one is covered by a guide written from what the builder actually does.
Levels are data the agent generates โ speed, spawn rate, move budgets โ so "make level 4 to 8 ramp slower" is a one-line change. A level map screen and star ratings come from the same request.
A mobile game gets a data layer in one step: a scores collection with sample rows, a local test mode while you tune, then a real backend when you flip the switch under the preview. The top-ten board reads from it.
Banner and interstitial ads through AdMob, and in-app purchases through Google Play Billing, land in the installed build with your ids. The preview shows them as simulated so your test runs stay clean.
On one phone: two touch zones or alternating turns. Across the internet: room codes on the built-in realtime relay, which works in the preview and in the APK alike.
Large press zones, drag joysticks and swipe lanes โ the agent writes PanResponder and Pressable code for phones, never a keyboard-only control scheme.
Download a test APK to install on any Android phone. When the game is ready, a signed build with your package id and version goes to Google Play.
Say what the player does every second, how the game gets harder, and how it ends. One paragraph is enough; the tiles above show the level of detail that works.
The agent writes the game loop, the controls and the screens and shows the game running in a phone-shaped preview. You play it with your mouse or finger while it is still being written.
"The jump feels floaty." "Add a shield that lasts five seconds." "Level 6 is impossible." Each message changes the code and the preview updates; nothing to re-export.
Build the APK and install it, or publish a browser game to a link. Add ads, a leaderboard or a second player whenever the core loop is fun.
Each one started as a paragraph like the ones on the tiles. Open any of them to see the description that built it and the screens it produced.
The difficulty curve, the leaderboard, the ads, the second player โ each guide is written from what the builder does today, with the prompts to type and the limits to expect.
Levels, scores, leaderboards, ads, two-player play: short, concrete articles on the parts of a game that come after the first playable version.
The exact request that gives a mobile game a scores collection with test rows, how the test-data switch and the real backend differ, and the rules that stop a leaderboard filling with junk.
Where ads fit in a small game, how AdMob ids and Play Billing products are wired in by chatting, what the preview simulates versus what the installed build shows, and the Play rules that decide gateway versus billing.
How to ask for levels, a speed ramp, star ratings and a level map in a prompt, what the preview shows, and how to fix a curve that spikes โ with the exact sentences to type.
How to describe a same-phone two-player game (split touch zones, turns, a shared timer) so the controls come out right, how to test it in the preview, and what changes when the second player is on another phone.
The free plan is enough to find out whether your mechanic is fun. The paid plans give the agent a bigger monthly allowance for tuning, levels and features, unlimited APK builds and the source code of your game. Each bigger plan includes everything in the smaller one.
The $1.49 / month Member plan gives unlimited APK builds, unlimited source-code export and 2M AI tokens a month. Upgrade to Pro (20M tokens/month, $5.72) or Max (100M tokens/month, $11.01) when you're building for real โ every bigger plan includes the Member features.
Yes. A mobile game can show AdMob banners and interstitials and sell in-app purchases through Google Play Billing. Both run in the installed APK with the ids you create in AdMob and Play Console; the emulator preview marks them as simulated, so you can test the game without serving real ads to yourself.
The agent sets up a scores collection with a few sample rows and a local test mode, so the board works in the preview immediately. When you switch the game to its real backend, scores from every installed copy land in the same place and the top-ten screen reads them live.
A mobile game is an Android app with touch controls, a data layer for scores, ads and a Play Store path. A browser game is a canvas game you publish to a link: keyboard and pointer input, playable on a laptop, with three.js available if you want 3D. If the answer is "I want it on phones", pick mobile.
The first version uses shapes, emoji and generated colours so the mechanic is playable at once. You can upload your own pictures from the chat and the agent wires them in as sprites; ask for sound effects and it adds them with a mute toggle.
Locally, yes: two touch zones on one phone or alternating turns on the same screen. Online, the game joins a room by code on the built-in realtime relay โ moves, scores and presence sync between phones, and it works in the preview and in the APK.
You download test APKs at any time. For the store you set a package id and version in the chat and the builder produces a signed build; the key stays with your project so every later version is signed the same way.