Prompt Packs
Battle-tested prompts for the most common game-building tasks. Copy one, paste it into Lovable, and watch your game grow. Download a whole pack as Markdown to keep on your desktop.
Platforming Pack
Jumps, gravity, moving platforms, wall-jumps.
Everything you need to build a feel-good platformer. Paste these one at a time and tweak the numbers until it feels right.
Basic player movement
Add a player character that moves left and right with the arrow keys at 240 pixels per second. Use a colorful rectangle for now โ we'll add art later.
Gravity + jump
Add gravity (1500 px/sยฒ) and a jump on Space. The jump should feel snappy: jump velocity around -600. The player should land on the ground at the bottom of the screen.
Variable-height jump
Make the jump variable height: if the player releases Space early, cut the upward velocity in half. This should feel like Mario.
Coyote time
Add 100ms of coyote time after walking off a platform so jumps still register. Also add a 100ms jump buffer so a jump pressed slightly before landing still fires.
Solid platforms
Add 4 solid rectangular platforms at different heights the player can land on. Collision should resolve from the top, sides, and bottom correctly.
Moving platform
Add a horizontal moving platform that slides between two points over 3 seconds. The player should ride it when standing on it.
One-way platform
Add a one-way platform the player can jump up through but lands on from above.
Wall jump
Add wall sliding when the player is airborne and pressing into a wall (slow fall, 200 px/s). Pressing Space while wall-sliding launches them away from the wall at -500 vertical, 400 horizontal away from the wall.
Double jump
Give the player one mid-air jump. Reset it when they touch the ground. Make the second jump a bit weaker (-500 vs -600) and play a small particle puff.
Dash
Add a Shift-key dash that moves the player 200px in their facing direction over 150ms, ignoring gravity. 1 second cooldown. Show a small trail behind them during the dash.
Camera follow
Add a camera that smoothly follows the player horizontally with easing. Keep the player in the left third of the screen when moving right.
Death + respawn
Add lava at the bottom of the screen. If the player touches it, fade to black over 300ms and respawn them at the level's start position.
Enemies Pack
Patrols, chasers, shooters, bosses.
Drop-in enemy behaviors. Combine them to build encounters that ramp in difficulty.
Patrolling walker
Add an enemy that walks back and forth between two points at 80 px/s. If it touches the player, the player loses a life.
Edge-aware patrol
Make the patrolling enemy turn around at platform edges instead of walking off, by checking if there's ground in front of it.
Stomp to kill
If the player lands on an enemy from above (downward velocity), the enemy dies in a poof and the player bounces (-400 velocity).
Chaser
Add a slime that slowly chases the player horizontally at 60 px/s when within 300px. Outside that range, it idles.
Line-of-sight shooter
Add a stationary turret that fires a projectile at the player every 2 seconds, but only if the player is on the same horizontal level and within 500px.
Homing missile
Add an enemy that fires a missile that slowly tracks the player for 3 seconds before self-destructing in a small explosion.
Flying enemy
Add a bat that floats in a sine-wave pattern across the screen, ignoring gravity. Speed 120 px/s, wave amplitude 40px.
Charger
Add a bull enemy that pauses, paws the ground for 1 second (telegraph!), then charges in a straight line at 400 px/s until it hits a wall.
Spawner
Add a nest that spawns a new small enemy every 4 seconds, up to 3 alive at a time. Destroying the nest stops the spawning.
Health + hit flash
Give enemies 3 HP. When hit, they flash white for 100ms and get knocked back. They die on 0 HP with a burst of particles.
Boss phase 1
Add a large boss with 30 HP that hops toward the player every 2 seconds. Camera shake on each landing.
Boss phase 2
When the boss drops below 15 HP, it enrages: hops twice as fast and shoots 3 projectiles in a spread on every landing. Turn its color red.
UI Pack
Menus, HUDs, dialog, settings.
Polish the chrome around your game. Good UI makes a prototype feel like a product.
Title screen
Add a title screen with the game's name in a big arcade font, a 'Play' button, and a subtle animated background of slowly drifting stars.
Play / Pause
Pressing Escape pauses the game and shows a 'Paused' overlay with Resume and Quit buttons. The game state freezes completely while paused.
Health bar HUD
Add a heart-based health bar in the top-left. 3 hearts max. When the player takes damage, the lost heart pulses then fades to empty.
Score counter
Add a score counter in the top-right that animates rolling up to new values over 300ms when score increases.
Coin counter with icon
Add a small coin icon next to a coin counter in the HUD. When a coin is collected, the counter shakes briefly and a +1 particle floats up from the coin.
Damage flash
When the player takes damage, flash a red vignette around the screen edges that fades out over 400ms.
Floating damage numbers
When an enemy is hit, show the damage number floating up from the impact point and fading over 600ms.
Tutorial prompts
Add a contextual key prompt that appears above the player the first time they're near something interactive: 'Press E to open'.
Dialog box
Add a dialog box at the bottom of the screen that types out text one character at a time at 40 chars/sec. Press Space to skip to the end of the line, then again to advance.
Inventory grid
Add a 4x4 inventory grid that opens with Tab. Slots show the item icon and count. Hovering a slot shows a tooltip with the item name and description.
Settings menu
Add a settings menu with sliders for Music Volume, SFX Volume, and a toggle for Screen Shake. Persist these settings in localStorage.
Game over screen
When the player dies, fade to a Game Over screen showing final score, best score, and Retry / Main Menu buttons. Save best score to localStorage.
Scoring & Progression Pack
Points, combos, currencies, leaderboards.
Make players want one more run. These prompts build the loops that hook them.
Basic points
Add a score that goes up by 10 every time the player collects a coin. Show the score in the HUD.
Combo multiplier
Add a combo counter that increases by 1 every time the player defeats an enemy within 2 seconds of the last one. Points earned during the combo are multiplied by the combo count.
Combo timer bar
Show a thin bar under the combo counter that visually drains as the combo timeout approaches. When it empties, the combo resets to 1.
Coins + secondary currency
Add two currencies: Coins (common) and Gems (rare). Coins drop from enemies, Gems drop only from bosses or hidden chests.
Level XP and level-up
Add player XP. Defeating enemies grants XP. At 100/250/500/1000 XP, level up. On level up, flash a big 'LEVEL UP!' banner and play a triumphant sound.
Stat upgrades
On level up, let the player pick one of three upgrades: +1 max health, +20% move speed, or +25% damage. Apply the upgrade immediately.
Per-level score targets
Each level has a star rating: 1 star for finishing, 2 stars for finishing under 60s, 3 stars for finishing without taking damage. Show earned stars on the level-complete screen.
End-of-run summary
After a run, show a summary screen: time, enemies defeated, coins collected, deaths, and final score with each line counting up one-by-one.
Local leaderboard
Save the top 10 high scores to localStorage with a name (3-letter arcade-style input) and date. Show them in a Leaderboard menu.
Daily challenge seed
Add a 'Daily Challenge' mode that uses today's date as a random seed so every player gets the same level layout. Track best daily score separately.
Achievements
Add 5 achievements: First Blood, Combo x10, No-Hit Level, Speed Demon (under 30s), and Collector (all coins). Pop a toast in the top-right when one unlocks.
Meta progression
After death, convert remaining coins to 'Soul Shards' (1 per 10 coins). Soul Shards persist between runs and can be spent in a hub on permanent upgrades.
How to use a pack
- Pick one prompt โ start with #01 if you're new.
- Paste it into Lovable as a single message.
- Wait for the agent to finish, then test the change in the preview.
- If something feels off, send a tiny follow-up prompt to tweak the numbers.
- Only when it feels right, move on to the next prompt in the pack.
Pro tip: don't paste two prompts at once. One change at a time = easy to debug.