Say it in plain words. AI plans it, builds it and playtests it. Then change anything by pointing at it.
You never write code unless you want to. You write briefs, read plans and playtests, and decide. That is the work of working with AI, and a game is the most honest way to learn it: it either plays or it does not.
Who is the player, what do they do every ten seconds, what makes a run end, what is the hook. A brief is the first skill, and the form shows you what a good one contains.
Point at anything in your game and say what you want different. The Studio tells you whether that is a number, a rule, a look, or a job for the builder, and what it costs, before anything runs
.
The planner writes tasks. The builder builds each one, a playtest plays it, an independent reviewer judges it. Every run is a checkpoint you can read, keep, or undo.
Your game ships to its own address, free to play in any browser, phone or desk. Tune its sound in the editors, then show it to someone.
Saying what you want so a planner can design it: the player, the loop, the end of a run, the hook. Vague briefs make vague games, and you will see it on screen in minutes.
Knowing when a wish is a number to tune, a rule to write, a look to draw, or real work for a builder. The Studio sorts every request this way and shows its reasoning.
Reading a playtest, a review and a cost, then keeping or undoing a change. The forge grades itself every hour and shows the numbers: what it spent, what it kept.
Every price you see in the forge comes from what earlier runs here actually cost, never from a guess. A job it cannot estimate says so.
Sign up, describe it, and decide what it takes. Nothing is spent until you say build.
Summon a game