UltimatePlay
One-file AI games.
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Prompt a game. Upload one HTML file. Let the internet play it.

UltimatePlay is a curated arcade for self-contained AI‑generated games. Bring the weird, keep it mobile‑friendly, and make the first 15 seconds impossible to ignore.

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ultimateplay://demo
GPT-5.4 Live
cabinet.tsx
GENERATED · GPT-5.423 LINES
1const cabinet = createCabinet({
2 title: "Nebula Rail",
3 touch: true,
4 safeBurner: true,
5});
6
7const player = spawnRunner({
8 lane: 1,
9 boost: 0,
10 palette: ["#2de2ff", "#00ff41"],
11});
12
13world.onTick(({ dt, beat }) => {
14 player.boost = ease(player.boost, beat * 0.12, dt);
15 spawnPickup({
16 type: beat % 6 === 0 ? "gpu" : "spark",
17 lane: randomLane(),
18 });
19 drawGlowTrack();
20 drawPlayer(player);
21});
22
23export default cabinet.mount(document.body);
STREAMINGsingle file · sandboxed · mobile-readyutf-8
NOW PLAYING
NEBULA RAIL
LIVE
60 FPS · SANDBOXED
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Game Node
CYBER-NEON-HARDCORE-RESPONSIVE
Cyber-Neon: Hardcore & Responsive thumbnail
10
GEMINI 3 FLASH Live

Cyber-Neon: Hardcore & Responsive

I didn’t use single prompt; I implemented a 5-6-step optimization process my first prompt is """create web based advanced game with html css and javascript in one html script like an expert"""

10 upvotes60d ago
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Game Node
ECHOES-OF-THE-VOID-SOULS-LIKE-BOSS-FIGHTS
Echoes of the void (souls like boss fights) thumbnail
9
GOOGLE GEMINI 3.1 PRO Live

Echoes of the void (souls like boss fights)

Create a complete browser-based 3D boss-rush game using HTML, CSS, and JavaScript with Three.js from a CDN. Keep it self-contained and directly playable in a browser without any build step. The game should be a stylish third-person “souls-like” arena experience with: - player movement, sprint, dodge roll with i-frames, melee attack, third-person camera - health/stamina UI, boss name/health UI, death and victory screens, main menu - responsive menu layout that works on smaller screens and can scroll if needed - procedural audio using Web Audio API - strong visual presentation with emissive materials, particles, attack telegraphs, fog, lighting, and polished boss effects Build a circular arena with environmental detail, not just a flat floor. Include things like pillars, glowing runes, crystals, rim detail, lighting accents, and other atmospheric touches. The world should feel intentional and visually rich. Create 5 bosses, each with: - a distinct model/silhouette - unique theme and color identity - unique moves and attack patterns - readable telegraphs - different gameplay feel from the others Boss 1 through 4 should each feel original and varied. Include melee pressure, AoEs, movement attacks, projectiles, or other mechanics as appropriate, but avoid making them feel repetitive. Boss 5 should be the final boss and the most elaborate encounter: - it must have 2 phases - the second phase should be a rebirth/transformation, not just a recolor - the two phases should play differently - it should be only a little harder than the earlier bosses, not unfair - its model should be more detailed than the others - it should have the best effects and presentation in the game - it should interact with the world in some way - the world should visibly change during the phase transition For the final boss, make sure phase 2 includes a meteor-style attack: - it marks the player’s current location with a circle that stays there - a meteor appears in the sky - after a delay, the meteor crashes into that marked area and damages everything inside Also give phase 1 its own original signature mechanics, not generic repeats of attacks from other bosses. General design goals: - make the game feel polished, readable, and fun - prioritize strong visual identity and distinct boss mechanics - keep combat fair and dodgeable - make melee hit detection forgiving enough for floating or tall bosses - structure the code clearly with reusable systems for player logic, bosses, particles, telegraphs, and world state - include cleanup/reset logic when changing bosses or returning to menu Return the full complete code only.

9 upvotes61d ago
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Game Node
SNEAK
Sneak thumbnail
6
GPT-5.4 Live

Sneak

Original prompt: I would like to create a game called "Sneak". It should be a playful take on the classic snake game, and should look and function similarly to the original except that this will now be a stealth game where the player will be controlling one of the dots that the snake intends to eat. The player will need to avoid being eaten by the snake, which will be moving around the play field as if it were controlled by a person playing the original game. Other dots will appear, and as the game progresses and the snake eats them it will grow longer. If the player-controlled dot makes contact with the snake or another dot, the game is over. The style of the game should be retro with a modern aesthetic twist and some retro-style special effects to liven up the gameplay experience. This game should be self-contained in a single HTML file. Additional game mechanics: The snake should be attracted to the player's dot whenever the player moves. If the player's dot is standing still and there are other dots nearby, the snake should move towards the non-player dot instead. When the player's dot is standing still, it should gradually fade in color to indicate that it is in "stealth mode" and therefore less attractive to the snake. Power-ups should randomly spawn into the play field along with the non-player dots, examples of these could be temporary invisibility, increased speed, or the ability to "cut" the snake by touching it and removing some of its tail. Non-player dots should continuously spawn, allowing the snake to grow which will increase the difficulty of the game for the player. If you have any other fun ideas to improve the basic gameplay outlined here, feel free to implement them as long as they are in line with the basic concept of the game. Follow-up prompts: That's a great start, but here are a few notes: The start position for the player should be closer to the middle of the playfield, but far enough away from the snake to avoid being eaten at the beginning of the game. The snake should quickly lose interest in the player once they enter stealth mode. The player should have a health bar that slowly decreases over time to encourage movement. Eating dots will replenish their health bar instead of ending the game. If the player's health bar goes to zero then the game is over. The powerups could use some graphics and glow effects to make them more easily distinguishable from the normal dots. The "invisibility" powerup could be replaced with a shield instead that would make the player's dot glow and protect them from the snake for a short period of time. More polish could be added to the menu and the game overall, and the instructions currently in the corner should not overlap the play field. Much better, but something that I think is hurting the gameplay is the fact that if a direction key is being held down and another is pressed simultaneously, the movement of the dot will not change until the original movement key is released. Movement should follow the latest keypress. Also, I've noticed that once the snake starts chasing the player, there is no way to "shake" the snake, Could the snake randomly decide to go after a dot instead of the player if it is nearby, essentially allowing the player to distract the snake by moving near a group of dots? Can you make the health bar drain 50% faster while the player is moving, and make the dots provide 50% less health? Also could you clean up the opening menu by removing the text below the start button and forcing a 4x4 grid for the "stay fed", "go quiet", "do not touch" and "use power-ups" section? After playing the latest version, I think the dots should provide 25% more health, and the snake should change direction if moving toward the player when they enter stealth mode. After playing the game for a while, I noticed that a common situation is that the snake is chasing the player very closely for long periods of time, which is harming the overall gameplay. I think that the snake should have an internal health bar similar to the player, but not visible in the UI. If the snake has been moving around for a while and hasn't eaten any dots in the meantime it should break away and seek alternate sources of food to avoid starving itself. This will give the player a chance to get away. Note that the snake should not die as a result of having zero health. Also, the amount of health that the player receives from eating dots should be increased by about 20%. The overall rate of health loss should also be reduced slightly and the chance of being eaten by the snake while in stealth mode should be reduced further. Could you find an appropriate retro-styled font for the "sneak" text on the title screen? Also, there is no need to mention the internal snake health bar in the introductory text. The font you chose is perfect, could you also apply that to the text above the playfield? Also the text referencing the snake's hidden hunger state is still there. We're almost there, but I think that the survival mechanic needs to be tweaked a bit. The snake should be very interested in eating the player while they are moving, just not for a long period of time. At this point the stealth component of the game seems less important during actual gameplay than I would like. Any ideas you have for balancing both aspects of the game would be appreciated. I like where this is going, but the snake still seems a little too uninterested in the player dot, and it's too easy to survive. The primary reason for a game over still seems to be an accidental collision with the snake. I still find that there is very little reason to go into "stealth mode". The snake needs to be more interested in eating the player.

6 upvotes60d ago
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Game Node
VOXEL-VILLAGE
Voxel Village thumbnail
🔥 New Drop
0
GOOGLE GEMINI 3.1 PRO Live

Voxel Village

Code a voxel world as detailed as this one! dont be lazy, adn dont use procedurla bs, jus thandcraft a perfect voxel world like this, also, you should know this, a competitor ai model of yours build the image seen here, so id be rpetty motivated to beat it at its own game if i were you!*Provided a reference image of a leaked output from Mythos Preview voxel kingdom*

0 upvotes1d ago
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Game Node
MECH-GARDEN-DEFENCE
Mech garden Defence thumbnail
🔥 New Drop
0
GOOGLE GEMINI 3.5 FLASH Live

Mech garden Defence

I used mutiple prompts and used referce images, I was trying to recreate zombies vs plants

0 upvotes1d ago
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Game Node
TREES-HATE-YOU
Trees Hate You thumbnail
🔥 New Drop
0
QWEN 3.7 PLUS + GEMINI 3.5 FLASH Live

Trees Hate You

Write a complete, self-contained, single-file HTML game using Three.js and the Web Audio API based on the concept "Trees Hate You". The code must run immediately in any modern browser without any external image or audio assets. The final file must be fully functional, including all states, collision detection, and window resizing, without any placeholder code or "TODO" comments. ### Technical Architecture & Setup 1. **Three.js Core**: Load Three.js via a reliable CDN (e.g., `https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js`). 2. **2D Rendering in 3D**: - Use an `OrthographicCamera` pointing directly down the Z-axis at the XY plane to establish a stable 2D rendering viewport. - Handle window resizing dynamically, updating the camera's aspect ratio and renderer size while maintaining a fixed internal game coordinate system. 3. **UI Overlay**: To ensure crisp, high-performance pixel-art text without relying on external font files, use a CSS-styled HTML overlay layered directly on top of the Three.js canvas. Use system monospace fonts (`Courier New`, `monospace`) styled in uppercase, bold, and high-contrast colors to achieve a clean retro aesthetic. ### Visuals & Procedural Sprite Generation To avoid external image dependencies, generate the 2D pixel-art textures programmatically using small offscreen HTML Canvases, which are then converted to `THREE.CanvasTexture`. - **Texture Setup**: Ensure all textures use `THREE.NearestFilter` for both `minFilter` and `magFilter` to preserve sharp, pixelated edges when scaled. - **Background**: Set the renderer's clear color to a dark charcoal-gray (`#1C1E22`). - **Player Sprite**: Draw a blocky, minimalist, bright-yellow (`#FFEB3B`) humanoid figure. - **Tree Obstacles**: Draw symmetrical, retro-style teal/cyan (`#00F0FF`) pine/fir trees. - **Particles** (Optional): Create a simple particle system that spawns small yellow/teal square particles at the player's location upon a collision. ### Procedural Audio (Web Audio API) Modern browsers block audio until a user interaction occurs. Initialize a single `AudioContext` only after the player presses "Enter" on the title screen. Implement the following retro synthesized sound effects using oscillators and gain nodes: 1. **Start Game Sound**: A short, high-pitched rising sweep (e.g., a triangle wave rising from 150Hz to 600Hz over 0.2 seconds with a quick volume decay). 2. **Collision / Game Over Sound**: A low, explosive rumble (e.g., a sawtooth wave rapidly dropping from 300Hz to 40Hz over 0.6 seconds, combined with a quick volume fade, or procedurally generated white noise). 3. **Point Milestone Sound** (Optional): A short, bright dual-tone beep (e.g., a square wave playing at 880Hz for 0.05 seconds, immediately followed by 1760Hz for 0.05 seconds) triggered at score milestones. ### Game States & Flow - **State 1: Title Screen ("Trees Hate You")**: - Displays the title "Trees Hate You" in large, blocky text (dark green-gray text with a thick teal outline). - Displays flashing text: "PRESS ENTER TO PLAY". - Listening for the Enter key initializes the audio context, plays the Start Game Sound, and transitions to the gameplay state. - **State 2: Gameplay State**: - **Player Controls**: Use standard WASD and Arrow keys for 8-way movement. Keep the player bounded strictly within the visible screen borders. - **Obstacle Spawning**: Symmetrical teal trees spawn off-screen from all four edges and move across the screen in linear paths. - **Difficulty Scaling**: The score increases continuously over time. As the score increases, gradually ramp up the tree spawn rate and movement speed. - **Collision Detection**: Implement basic 2D bounding-box or bounding-circle collision detection between the player and the active trees. - **State 3: Game Over State**: - Triggered immediately upon collision. Stop the game loop, play the Collision Sound, and show a particle burst. - Display "GAME OVER" and the final score. - Display "PRESS ENTER TO RESTART" to reset game variables and return directly to the gameplay state. Provide the complete, clean, and fully commented HTML file.

0 upvotesMobile1d ago
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