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🎈 Guide

How to make a casual game with AI

Your player did not decide to play this. They tapped something. You get one input and about five seconds to teach the whole game, and no text is going to help you.

Updated 5 October 2026 6 min read By the Agent Games team
Jump to a section
  1. Four steps to a game nobody has to explain
  2. One input, and what it buys you
  3. The opening five seconds are the tutorial
  4. Readable at a glance, on a small screen
  5. A phone is the device, not a variant
  6. Common questions
  7. Where to go next

Pick a mechanic that fits in one input, then design the opening so the rule arrives without a word of text. That is the entire brief for a casual game. The person playing it did not seek it out and will not read anything, so everything they need has to be visible in the first few seconds of play.

Assume an unwilling player

Write for somebody who tapped a link, is half paying attention and has another tab open. They will not read a how to play panel. They will not look for a key. If the game has not explained itself through what is moving on the screen, they are gone, and nothing about the design was wrong except that it needed explaining.

Four steps to a game nobody has to explain#

Reduce the mechanic until one input covers it

If you need two keys, you have two mechanics, and one of them is going to need explaining.

Build the opening before the scoring

The first obstacle should be so wide and so slow that hitting it takes effort. That is the tutorial.

Hand it to somebody on their own phone and say nothing

Not your phone and not a word of help. Watch where their thumbs go and whether they work out the rule.

Delete the instruction text

Whatever you wrote to cover the gap is covering a design fault. Fix the opening and the text has nothing left to say.

PromptCopy this, paste it, send it
Build a casual one input game as ONE self-contained .html file. No
frameworks, no libraries, no image files.

THE GAME: blocks swing left and right above a tower. One input drops
the current block. A block that lands on the tower adds to it, and the
overhanging part is trimmed off, so the tower narrows as it grows. A
block that misses entirely ends the run.

ONE INPUT: a tap, a click and the space bar all do the same single
thing. Nothing else is bound to anything. There is no pause, no menu
and no second action anywhere in the game.

TEACHING, treat this as the main requirement: for the first few drops
the block is nearly as wide as the screen and swings slowly, so the
player cannot miss even by accident. The swing then speeds up and the
tower narrows. Put NO instruction text anywhere in the page. Not a how
to play box, not a hint, not a caption. The opening has to carry it.

LOOK: large flat shapes in high contrast, no thin outlines, no small
detail. The only text in the whole game is the score. A dropped block
flashes and squashes briefly on landing so the input is unmistakably
acknowledged.

PHONE FIRST: the canvas fills the viewport and reacts to a resize and
to rotation. Keep the tower and the swinging block in the upper two
thirds, clear of where thumbs rest. Make sure it reads on a phone held
in portrait before you worry about a desktop window.

Base every movement on the seconds that have passed since the previous
frame, clamped to a maximum of 0.05 so a backgrounded tab cannot swing
a block across the screen in one step. Put canvas { touch-action:
none; } in the CSS so a tap does not scroll or zoom the page. Keep all
adjustable numbers together in a CONFIG object at the top, including
SWING_SPEED, SWING_GROWTH, START_WIDTH and TRIM.

START_WIDTH and SWING_SPEED are the teaching numbers, so make the start wider and slower than feels right to you. The no text rule is the one to keep. The moment a hint box appears, you stop finding out whether the opening works.

One input, and what it buys you#

One input is not a limitation you accept reluctantly. It removes the entire category of problem where a player does not know what to press. There is nothing to learn, because there is only one thing to do, and the only question left is when to do it.

It also makes the game work everywhere without a second control scheme. A tap, a click and a key press map to the same function, so there is no touch version and no desktop version. Games that need a keyboard quietly exclude most of the people who will ever open them.

  • Make the timing the skill. With one input, difficulty lives in when the player acts rather than what they choose. That is enough for a surprising number of games.
  • Or make holding different from tapping. A press and a hold are still one input, and the difference is discoverable by accident, which is the test any control has to pass.
  • Acknowledge every press. A tap that produces no visible change reads as a broken game. Something has to move on the frame the finger lands.
  • Resist the pause button. On a phone the pause is leaving the page. A pause button is a second thing on screen that does nothing the player needs.

The opening five seconds are the tutorial#

The rule has to be learned by doing, and the only way to allow that is to make the first few attempts impossible to fail. Wide targets, slow movement, generous margins. The player acts, something good happens, and they now know the game without having been told anything.

The first five seconds, with no words What has to happen before the player could possibly want instructions. 1 Second one One moving thing, one shape the player clearly owns. 2 Second two A tap lands by accident and visibly changes something. 3 Second three The first obstacle arrives wide and slow. It cannot be hit. 4 Second four A narrower one follows. Now the rule explains itself. 5 Second five Failure becomes possible for the first time. Every line of help text you wanted to write is a second of this opening you did not build.
Second three is the one that gets cut for being too easy. It is the second that does the teaching, and a player who never gets it has to guess the rule while already losing.

Then let the difficulty arrive quickly. An opening that stays easy becomes boring well before the player has decided to care. The curve should be flat for a handful of attempts and then climb, so learning and losing are never happening at the same time.

This is also why text does not work as a substitute. Reading is a different activity from playing, and a player who has stopped to read has stopped. Anything you would have put in a help panel can be built as a slow, harmless first obstacle instead.

Readable at a glance, on a small screen#

Casual games are played in bad conditions. Half attention, a bright room, a phone held at arm's length. The visual design has to survive that, which mostly means being larger and plainer than you would choose on a monitor.

Ask for thisRather than thisBecause
Big flat shapes in strong coloursDetailed sprites and thin outlinesDetail disappears on a small bright screen
One accent colour for what mattersA palette where everything is colourfulThe player needs to know where to look
Score in one corner, largeA panel of statisticsAnything else on screen is competing with the game
Shape and position to show stateColour alone to show stateSome players will not see the colour difference
Motion to draw the eyeText to draw the eyeMovement is noticed without being read

The last row is the whole article in one line. Anything you would say in words can usually be said by making something move.

A phone is the device, not a variant#

Most people who ever open a casual game will open it on a phone. If you build on a laptop and add touch at the end, you get a game that technically responds to a tap and was laid out for a mouse. The two are not the same thing.

Built for a desk, built for a thumb The same game laid out for the machine you wrote it on and for the one it meets. Desk first canvas 1280 x 720, arrow keysTwo thumbs sit over the action.Labels sized for a large monitor.Hover states nobody can reach. Thumb first canvas fills the viewportPlay area kept above the thumbs.Nothing smaller than a road sign.Tap and hold are the only inputs. Design the phone and let the desktop inherit it. The other direction never quite works.
The thumb rest line is the one people discover last. Anything important in the bottom third of a phone screen spends the whole game under somebody's hand.
  • Let the canvas follow the window. A fixed size canvas either overflows a phone or sits in the middle of a desktop window. Ask for it to fill the viewport and redraw on resize and on rotation.
  • Keep the action out of the bottom third. That strip is where thumbs live and where phone browsers put their own furniture.
  • Turn off the browser's own gestures. Without the touch action rule in the CSS, a tap can scroll the page and a quick double tap can zoom it.
  • Test it on a real phone, not a narrow window. A resized desktop window gets the layout right and tells you nothing about how the game feels under a thumb.

🎈Casual games written by AI

Common questions#

What counts as a casual game?

One that a stranger can pick up and understand without being taught, play in a short sitting, and put down without losing anything. The test is not how simple the code is. It is whether somebody who did not choose to play it can work it out.

Can a casual game really have only one input?

Most of the good ones do. With a single action the difficulty has to live in timing or in judgement, which is plenty. A press and a hold counts as one input, because the difference between them gets discovered by accident.

Why should I not add a how to play screen?

Because it hides the fault rather than fixing it. A help panel tells you the opening does not teach the rule, and it stops you finding out whether your change worked. Make the first attempts impossible to fail instead.

How do I make the first few seconds impossible to fail?

Oversize everything that matters and slow everything down. Wide targets, long gaps, generous collision margins. Then ask for those values to tighten over the first handful of attempts until the real game is running.

Does my casual game need sound?

It helps and it cannot be relied on. Many phones arrive muted and browsers block audio until the player touches the screen. Treat sound as something that makes a good game better, never as the thing that explains a rule.

Should it be relaxing or should it be hard?

Either works, as long as it is clear within seconds which one you built. The failure case is a game that looks gentle and punishes carelessly, because the player learns to distrust what they are looking at.

Where to go next#

When somebody else can play it on their phone without you saying a word, put it up. The page it gets lists the model and the prompt behind it, and the plays come from people who meet it exactly the way you designed for. The casual games here are worth opening on a phone to see which of them pass the same test.

The general method sits in how to make a game with AI, and the canvas and resize code behind all of this is covered in the 2D guide. If people play once and stop, the restart loop in the arcade guide is the next thing to fix.