Describing a game Arcade can build
Arcade turns a description into a playable game. The clearer the description, the better the game. Here's how to ask.
Start with one idea
Games are made of a few simple parts: a player, something to catch or avoid, and a way to score. Name those and Arcade has what it needs:
A frog at the bottom of the screen moves left and right. Flies fall from the top. Catch a fly to score a point.
That's a complete game in two sentences.
Say how the player controls it
The CodeCTRL has a direction pad and A and B buttons. If it matters, say what they do:
Move with left and right. Press A to jump.
If you don't say, Arcade picks something sensible.
Add rules one at a time
Once the first version works, build it up with short follow-up requests:
- "Add three lives. Lose a life when a fly reaches the ground."
- "Make the flies faster every 10 points."
- "Show Game Over when lives run out."
- "Give the frog a bigger sprite."
Small steps work far better than one giant request — and MicroChat can explain each change as you go.
Game types that work well
- Catch – something falls, the player catches it.
- Dodge – something falls or flies at the player, who avoids it.
- Collect – the player moves around picking things up before time runs out.
- Tap – press a button at the right moment.
- Simple racing – steer to avoid obstacles.
These fit the CodeCTRL's screen and buttons and keep the code short enough to understand.
Things to keep simple
- Big multi-level games with many enemies get long and hard to follow. Start small.
- Detailed artwork isn't Arcade's strength. Ask for "a simple frog" rather than a detailed drawing; you can always edit sprites in MakeCode later (see Editing your program in MakeCode).
- Sound is limited on the CodeCTRL, so lean on visuals and score.
If the game doesn't build
Occasionally MicroChat's first try has a mistake. It usually fixes it by itself and tells you. If you see "Sorry, I was taking too long," split your idea into smaller requests.