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.
const cabinet = createCabinet({ title: "Nebula Rail", touch: true, safeBurner: true,}); const player = spawnRunner({ lane: 1, boost: 0, palette: ["#2de2ff", "#00ff41"],}); world.onTick(({ dt, beat }) => { player.boost = ease(player.boost, beat * 0.12, dt); spawnPickup({ type: beat % 6 === 0 ? "gpu" : "spark", lane: randomLane(), }); drawGlowTrack(); drawPlayer(player);}); export default cabinet.mount(document.body);Top this week
The games earning the fastest repeat plays and upvotes.
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.
Cyber Surge
Your goal is to make a fully playable 3d roguelike game inside a single html file. The roguelike game should have complex but very good looking 3d models for everything including the character, abilities, projectiles, and enimies. There should be a complete gameplay loop including a main menu with permenant upgrades, a round based balanced gameplay in a 3d arena with atleast 10 uniquie enemy types. You should be given the choice to choose from 3 upgrades every time you level up (the upgrades apply only during that game). There should be atleast 10 different active abilities, 5 different stat boosts (like health, damage, crit damge, crit chance ect). The game should be very fun and professional. very well made.
Steve The PC Repair Man: Helpdesk Havoc
Make me a 3d FPS called Steve The PC repair man. It should be placed in a simple helpesk office floor, cubicles, pcs to smash, enemies, etc. Make it fun, make it look good, be creative, and keep it contained in a single html file
Newest uploads
The latest self-contained experiments arriving on the platform.
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.
Minesweeper Surpreme
Create a single page html file of the most advanced minesweeper game ever seen by humankind. Make sure that when you right click and flag, if the cell says 2 and there are 2 flags placed around it, allow for left-click-hold then right-click press and release and this should auto clear the mines IF they have the correct number of flags and of course if the flags are correct. Make it have a beautiful aesthetic visuals that transforms the users' cerebral cortex with delight. Also make sure it says somewhere that "this game is way better then a silly snake game". That's important, establish dominance :) Use any javascript libraries you feel like using. Go make the best minesweeper game ever.
Neon Dream Royale
create a single page html file of the most popular online game you can think of, research as needed. Make it vibrant and interactive and captivate the minds of the user, make them dream about the game you create.