Six ideas for a first game. Four games to learn from. Follow the path, or begin anywhere.
Main hall · lesson
One sentence
Shrink the idea until you can try it.
The idea
A first game needs a move, a goal and a limit. “Swipe the rings until every face is one colour” is a starting point. A small scope makes a working first piece easier to judge; it does not promise a finished game tonight.
Try this
Write one sentence. Underline what the player does and how they know it worked.
practitioner: Museum teaching practice. Practical guidance adapted from our builds; not a measured effect or completion promise.
Main hall · watch
Cube Rings · Watch
One-Prompt Wonder · Classic
The idea
These recordings show Classic, Tim Howley’s original cube puzzle unrolled into nine rings. Tim describes it as made with one prompt. The exact original prompt is not on record; this is the maker’s account, not independent proof.
Try this
Watch for the repeated move, then name one behavior you would check in a first version.
These examples are maker accounts, not a promise of how quickly another game can be built.
Recorded from browser play with scripted inputs; the play is deliberately simple. Silent footage.
Clip 1 of 3 · silent recording
maker-account: Tim’s museum reference and game build accounts. Maker descriptions and scripted gameplay captures.
Main hall · play
Cube Rings · Play
Eight puzzles to explore.
The collection
Cube Rings now includes Classic, Pyramid, Shapeshifter, Orbit, Tower, Pocket, Crystal and Hexadeca. Start with Classic to try Tim’s original idea, then use the shape picker to explore the rest.
How it grew
Classic and Hexadeca came from separate Tim Howley submissions. Pyramid, Shapeshifter, Orbit, Tower, Pocket and Crystal are later Renaissance Solutions variations developed with Codex assistance. Tim’s one-prompt account applies only to Classic; the exact original prompt is not on record.
Try this
Play Classic, then try another shape. Notice what changes about the turns and the goal. Read the Game Room build account to see how the collection grew.
These examples are maker accounts, not a promise of how quickly another game can be built.
maker-account: Tim’s museum reference and game build accounts. Maker descriptions and scripted gameplay captures.
Main hall · lesson
The Anchor File
The conversation is not your only record.
The idea
Keep the purpose, constraints, decisions and next play-check in SPEC.md or another plain-text project note. A note is useful only when it is kept current and the tool is asked or configured to read it. Tool-specific instruction files have different names and loading rules.
Try this
Write what must stay true, what is out of scope, and the next small piece. Ask the tool to read it before editing.
practitioner: Museum teaching practice. Practical guidance adapted from our builds; not a measured effect or completion promise.
Main hall · lesson
Name every state
Check what is missing, as well as what is broken.
The idea
Title, play, pause, ending and play again each need a way in and a way out. A working movement mechanic does not prove that restart clears the score or that pause stops the clock.
Try this
Draw the states and the transitions. Try losing twice, restarting twice and pausing at an awkward moment.
practitioner: Museum teaching practice. Practical guidance adapted from our builds; not a measured effect or completion promise.
Main hall · watch
Rock, Paper, Punch! · Watch
Weekend Project
The idea
A small fighting-game idea grows through playable pieces. Treat the build account as one maker’s experience, not a measured estimate of how long your game will take.
Try this
Watch for the repeated move, then name one behavior you would check in a first version.
These examples are maker accounts, not a promise of how quickly another game can be built.
Recorded from browser play with scripted inputs; the play is deliberately simple. Silent footage.
Clip 1 of 3 · silent recording
maker-account: Tim’s museum reference and game build accounts. Maker descriptions and scripted gameplay captures.
Main hall · play
Rock, Paper, Punch! · Play
Weekend Project
The idea
A small fighting-game idea grows through playable pieces. Treat the build account as one maker’s experience, not a measured estimate of how long your game will take.
Try this
Play a short session. Notice the title, play, ending and restart states. Read the Game Room build account.
These examples are maker accounts, not a promise of how quickly another game can be built.
maker-account: Tim’s museum reference and game build accounts. Maker descriptions and scripted gameplay captures.
Main hall · lesson
Play-checks and settings
Behavior can be tested. Feel needs a player.
The idea
End each small piece with an observable check: “after restart the score is zero.” Keep tunable numbers together and change one at a time. The moth below is a museum teaching demo, separate from the four source games.
Try this
Change gravity, then flutter. Say what changed. Return to the defaults before comparing another setting.
Moth and hedges
A teaching demo built for this museum. Change one number, then try it. Tap the moth or use Space/Arrow Up while the demo has focus.
Paused. Start when you are ready.
practitioner: Museum teaching practice. Practical guidance adapted from our builds; not a measured effect or completion promise.
Main hall · lesson
Save and recover
Know what your undo can reach.
The idea
A tool checkpoint, a Git commit, a backup and a deployed site protect different things. A local restore does not undo a published change or recover every file a shell command removed. Save a known working version before a risky change and test that you can restore it.
Try this
Name your last working version and where its backup lives. Before sharing, check privacy, rights and the actual hosted game.
practitioner: Museum teaching practice. Practical guidance adapted from our builds; not a measured effect or completion promise.
Main hall · watch
Blob Knight Rumbler · Watch
Magnum Opus
The idea
Successive working versions grew into eight original knights. Public use of the model-based material still awaits Tim’s confirmation of the applicable Thrixel plan terms.
Try this
Watch for the repeated move, then name one behavior you would check in a first version.
Public use of this exhibit’s model-based footage awaits rights confirmation.
Recorded from browser play with scripted inputs; the play is deliberately simple. Silent footage.
Gameplay footage is held back while public-use terms are confirmed. The source recordings are preserved.
maker-account: Tim’s museum reference and game build accounts. Maker descriptions and scripted gameplay captures.
Main hall · play
Blob Knight Rumbler · Play
Magnum Opus
The idea
Successive working versions grew into eight original knights. Public use of the model-based material still awaits Tim’s confirmation of the applicable Thrixel plan terms.
Try this
Play a short session. Notice the title, play, ending and restart states. Read the Game Room build account.
Public use of this exhibit’s model-based footage awaits rights confirmation.
maker-account: Tim’s museum reference and game build accounts. Maker descriptions and scripted gameplay captures.
Main hall · lesson
Your one-page plan
Leave with a first piece and its play-check.
The idea
A useful plan names the repeated move, the states, the settings and small pieces you can judge. Leave unknowns visible. Choosing to share publicly adds questions about rights, privacy, hosting and testing.
Try this
Use the worked example, then write your own. Export it before clearing browser data.
Moth and hedges: worked example
Tap to keep a moth flying through gaps in hedges. The loop is flutter, steer through a gap, score, repeat. States: title, play, pause, ending and restart. First piece: a moth falls and a tap lifts it. Check: one tap changes its upward movement; restart returns it to its starting position.
# My game plan
Title: [to decide]
One sentence: [to decide]
Core loop: [to decide]
States: [to decide]
Settings: [to decide]
First piece and play-check: [to decide]
Sharing and rights: [to decide]
Write your game plan
This draft stays in this browser. Clearing browser data can remove it. Download a copy to keep.
Your plan preview
practitioner: Museum teaching practice. Practical guidance adapted from our builds; not a measured effect or completion promise.
Tools Wing · tool
Find the commands
Look at the menu your installed tool actually offers.
The idea
A slash menu is command discovery, not a universal language. Names and behavior change across tools and versions.
Try this
Open the command menu and read one entry before using it.
practitioner: Museum teaching practice. Practical guidance adapted from our builds; not a measured effect or completion promise.
Tools Wing · tool
Hooks
An event can run a command.
The idea
Hooks can execute code when an event occurs. Read the exact command, its trigger and access before enabling it. A hook permission is separate from approving a game design.
Try this
Inspect one proposed hook and explain what approving it would run.
Claude Code
terminal · checked 2026-09-26
Inspect event handlers in /hooks before enabling commands.
practitioner: Museum teaching practice. Practical guidance adapted from our builds; not a measured effect or completion promise.
Tools Wing · tool
Connectors
Connect only what the task needs.
The idea
MCP and app connections expose external capabilities. Reading a ticket and changing it are different actions; connecting an account is not blanket permission to publish.
Try this
Name the data needed and the exact permitted action.