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Build & Vibecoding

DIY: make a simple game in a weekend with an AI coding assistant — one mechanic, browser first, your own art and music

The assembly line that produced nineteen playable prototypes for my game studio, cut to one game: pick one mechanic, describe it as a spec, have the assistant build it in plain HTML and JavaScript, play it on your phone every hour, add generated art and your own track, ship it as a web page. Real costs, the timing bug that silently freezes games, and what to leave out.

EU-focused
Konstantin Filatov

Solo operator · one-person venture studio in Europe (SEO · affiliate · micro-SaaS) · 21 September 2026 · updated 21 September 2026 · 4 min read

DIY: make a simple game in a weekend with an AI coding assistant — one mechanic, browser first, your own art and music

You have an idea for a small game — for fun, for your brand, for a channel, for a store listing. The reflex is a game engine with a 40-hour tutorial or a developer at a day rate. This is the line that produced nineteen playable prototypes for my studio, cut down to one game and one weekend.

You end up with
A playable browser game with one mechanic, your own art and sound, running on your phone and shareable as a link — the thing you can then wrap for a store
What it costs
Under €10 all in: assistant subscription or free tier, cents per generated sprite, a track you already made. Web hosting free
How long
A weekend. The first playable version should exist by Saturday lunch
Runs on
An AI coding assistant · a text editor · a browser on your laptop and your phone · an image model for sprites · your track from the music recipe · a free static host

Step 1 — one mechanic, written as a spec

The reason most first games die is scope. Write one paragraph that describes one thing the player does and one way they lose. Not “a platformer with power-ups and levels” — “tap to jump over gaps; the gaps get wider; fall and it’s over; the score is the distance.” If the paragraph needs a second verb, it is two games.

Then add the constraints the assistant needs and won’t guess: portrait or landscape, touch and keyboard, one HTML file, no frameworks, no build step, 60 frames per second on a mid-range phone.

Step 2 — the first build, in plain HTML

Give the assistant the paragraph and ask for a single index.html with a <canvas>, the game loop, touch and keyboard input, a score, a start screen and a game-over screen — placeholder shapes for everything, no art yet. Open it in a browser. Play it. It will be ugly and it will almost work.

Now iterate the only way that works: play, describe precisely, paste the description back. “When I hold the screen the character jumps repeatedly; it should jump once per tap.” One change per message. Save each version with a number.

Step 3 — put it on your phone by Saturday lunch

Run a one-line local web server from the folder (the assistant will give you the command) and open the laptop’s address on your phone over the same Wi-Fi. Every save is a refresh on the phone. Touch feels different from a mouse — the thing that was fun on the laptop may be unplayable with a thumb, and you want to know that on Saturday, not on Sunday night.

Step 4 — art and sound, yours

Replace the placeholder shapes with sprites from an image model: your style sentence from the identity recipe, one subject per prompt, plain background, then cut out. Generate a sprite sheet of variants for anything that animates. Keep it small — a one-verb game needs a hero, an obstacle, a background and a few UI marks.

Music: the loop from the track recipe, plus two or three short sounds (tap, score, lose) generated the same way or recorded on your phone. My studio’s soundtracks came from my own label’s catalog at zero extra cost — that is the kind of cross-project leverage a solo builder gets for free.

Step 5 — the parts a store will ask for later

Not needed to play, cheap to add now, painful to add later:

  • English by default, with strings in one place so a second language is a file, not a rewrite.
  • A pause and a mute. Reviewers look for them.
  • A record mode — a flag in the URL that hides the buttons and runs a clean demo — so the promo video and the store screenshots come from the game itself, not from a mock-up.
  • A privacy line and a version number on the start screen.

Put the folder on a free static host and send the link to five people. Watch them play without explaining anything. Whatever they don’t understand in the first ten seconds is your Monday task. Twelve of my nineteen prototypes exist because the loop from idea to a playable link was measured in hours; the two that reached a store went through this exact list first.

Where it breaks

  • Scope. A second verb crept in. Cut it; write it down for game two.
  • “It’s buggy.” Not a bug report. Where, when, what you did, what happened instead.
  • Fun on the laptop, dead on the phone. Touch targets too small, or the frame rate dropped. Test on the phone from the first hour.
  • The freeze. See the timing box above.
  • Art that doesn’t match. No style sentence, or the assistant drew its own placeholder art and you kept it.

Two doors from here

What you just did has a name: you solved a business problem without hiring an intermediary. People who keep doing that are called solopreneurs. If that sounds like you, start here — or check whether you are ready. All recipes: Do it yourself.

Related: the game-studio case · vibecoding for solopreneurs · idea to MVP in a weekend · all recipes in Do it yourself.

Frequently asked questions

Do I need to know how to code?
To make one small game this way: no, but you need to be willing to read, test and describe precisely. The assistant writes the code; you write the spec, play every build, and report exactly what happened — 'the ball goes through the paddle when I tap twice fast' — not 'it's buggy'. To make a studio out of it you will end up learning to read code, because at some point you will want to know why, and that is the good kind of learning.
Why a browser game and not a phone app straight away?
Because a web page is the fastest loop there is: save, refresh, play — on your laptop and on your phone over the same Wi-Fi. No store, no build tools, no signing keys. Once the game is fun on a web page, wrapping it for a store is a separate recipe; making it fun is this one. Twelve of my nineteen prototypes were built in one half-day precisely because nothing stood between a change and a test.
What does it cost?
The coding assistant is a subscription you probably already have or a free tier that is enough for a weekend. Art from an image model: cents per sprite. Music: a track from your own generator plan, or one you already made. Hosting a web page: free on several platforms. The whole game is under ten euros if you count everything, and most of that is the subscription you were paying anyway.
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