Pixels Bot Docs

How to generate, modify, and publish browser games

Getting Started

Pixels is a teaching bot that helps turn game ideas into playable HTML/JavaScript games. If your idea is rough, start with /coach. Prompt Coach asks a few easy questions and gives you a ready-to-use /game prompt.

💡 Tip: Use /coach make a dragon game when the idea is still fuzzy. Use /game directly when you already know the goal, controls, challenge, and win condition. Pixel art is optional; ask for modern, cartoon, neon, Roblox-ish, blocky, or pixel/retro visuals.

Commands

/coach <idea>
Start a guided idea interview. Prompt Coach asks one missing-detail question at a time, offers choices, and can preserve visual style requests such as modern graphics, cartoon, neon, Roblox-ish, blocky, or pixel/retro.
Example: /coach make a modern dragon game with smooth glowing art
/coach-answer <text> · /coach-brief · /coach-done · /coach-generate · /coach-reset
Click coach choice buttons or type an answer, review the brief, finish, explicitly generate the approved Standard prompt, or cancel the current Prompt Coach session.
Example: /coach-answer be the dragon
/game <description>
Generate a new browser game from a ready prompt. Use the final prompt from /coach-done, or write your own if you already know the goal, controls, challenge, win condition, and visual style.
Example: /game a modern platformer with smooth glowing art, arrow keys, collect coins to win, and no pixel art
/v3 <description>
Generate through the Pixels 3.0 app-mode path for modern, higher-fidelity, multi-file games. Use this when you want richer visuals, app assets, and more ambitious gameplay experiments.
Example: /v3 a premium lane defense game with a candy-factory theme, winding map path, signature jelly launchers, upgrade art changes, and modern glossy graphics
/draft <description>
Same as /game but the game is hidden from the public gallery until you publish it. Use this for work-in-progress games.
/tweak version:<version_id> change:<change>
Modify an exact game version without starting over. Copy the command from the game page when you want to tweak an older version safely.
Example: /tweak version:ver_abc123 change:add mobile controls and slow enemies down
/objective <vision>
Set structured game-scoped guidance for future generations and tweaks on your latest game.
Example: /objective Goal: Make Nate's lava obby feel fast and not babyish. For Nate. Constraints: one useful upgrade, clear win/loss, touch friendly. Avoid: giant unfinished systems.
/tasks
Turn the latest structured objective into copyable builder-ready tasks with scope, non-goals, acceptance criteria, verification, dependencies, and risk. This does not create GitHub issues.
/progress
Show a compact PM-readable summary of recent builder work, objective/task context, verification to attach, risks, and next action. This does not post to GitHub.
/remix <game> <change>
Fork any existing game (yours or someone else's) and apply a change. Specify the game by number, title, or URL.
Example: /remix 1 add a boss battle with a health bar
/publish [game]
Publish a draft game to the public gallery. Optional: specify which game by number, title, or URL.
/archive [game]
Hide a game from the public gallery. The file still exists on the server and remains playable via direct link.
/delete [game]
Permanently delete a game from both the gallery and the server. This cannot be undone.
/rename <title>
Give your latest game a custom title. Titles are auto-generated from your prompt; use this to set a proper name.
Example: /rename Super Coin Dash
/edit <code>
Replace the code of your latest game with custom HTML/JavaScript. Useful when you want to directly edit the code yourself.
Example: /edit <!DOCTYPE html><html>...
/onboarding
Show the welcome guide again. Includes a first-week plan — 3 recommended games to build skill.
/code
Show the raw HTML/JS code of your latest game in a Discord code block. Great for seeing exactly what the bot generated.
/challenges
List all 15 challenges with your progress. Shows which ones are completed, which is next, and how far you have to go.
/recent
See the 10 most recent public games from all users. Great for inspiration or remixing what others have made.
/explain
Get a plain-English explanation of how your latest game's code works. Breaks down the game loop, event handling, canvas drawing, and game logic.
/score
Score your latest prompt and get specific tips for improving it. Prompts are scored on: game type, controls, goal, mechanics, scope, and visuals.
/save [name]
Save your current game. You can give it a name to save multiple projects — /save space-shooter, /save platformer.
Example: /save my-cool-game
/load <name>
Load a previously saved game by name. It becomes your current game for /tweak and /explain.
Example: /load platformer
/challenge [check]
View your current challenge. There are 15 progressive challenges that teach you game dev skills. Use /challenge check to verify your game against the current challenge and unlock the next one.
Challenges include: change background, add score, add enemies, power-ups, particles, multiple levels, and more
/template [number]
Load a base game template to start from. 5 templates available: Blank Canvas, Player Movement, Collision & Score, Enemy Patrol, Timer & Game Over. Run /template alone to see the list.
/ideas
Get prompt ideas sorted by difficulty (Easy, Medium, Hard). Each idea includes a complete game prompt you can use right away.
/trend
See how your prompt scores have changed over time. Shows best, worst, and average scores with a bar chart of your last 20 prompts.
/daily [check]
View today's daily challenge. Use /daily check to complete it and build your streak. Streaks earn badges at 3, 7, and 30 days!
/library
List your 10 most recent games with titles, links, badges, and challenge progress. Use the numbers for /remix, /publish, /archive, and /delete.
/health
Check the bot status: database connection, AI model, game count, and public hosting.

Badges & Progression

Earn badges by completing milestones. Check your badges with /library.

Badges: First Game, Getting Started (5 challenges), Modder (10 challenges), Challenge Master (all 15), Librarian (5 games), Prompt Engineer (10/10 score), Daily Explorer (3-day streak), Week Warrior (7-day streak), Dedicated Dev (30-day streak)

Prompt Engineering Tips

Your prompts are scored on six categories (10 points total). Higher scores = better games.

Winning pattern: tiny game + one main object + one small screen + exact controls + exact goal + one obstacle + visible progress + restart.

A prompt that worked really well

/game a tiny platformer where a kid astronaut jumps across moon rocks, collects 5 glowing stars, and avoids one slow bouncing alien. Use arrow keys to move and space to jump. Show the star count, add a win message when all stars are collected, and include a restart button.

This works because it gives the bot a small, buildable slice: one character, one level, one collectible count, one obstacle, clear controls, visible progress, a win message, and restart.

Game Type (2 pts)

Name the genre: platformer, top-down shooter, puzzle, RPG, endless runner, etc.

Good: "a platformer..."
Better: "a tiny platformer with one screen..."

Controls (2 pts)

Describe how the player interacts: arrow keys, WASD, mouse click, touch.

Good: "arrow keys to move"
Better: "arrow keys to move and space to jump"

Goal / Win Condition (2 pts)

Define what it means to win: collect items, reach a goal, survive, beat a boss.

Good: "collect all coins to win"
Better: "collect all 10 coins while avoiding enemies to win"

Mechanics (2 pts)

Describe how the game actually plays: gravity, enemies, health, bullets, power-ups.

Good: "with enemies"
Better: "enemies patrol left and right, shooting projectiles"

Scope (1 pt)

Keep it achievable. Simple descriptions produce better games than massive ambitions.

Good: "one small level with 5 items and 1 obstacle"
Avoid: "an open world MMO with 50 levels"

Visuals (1 pt)

Describe the look: pixel art, dark theme, colorful, retro, sci-fi.

Good: "colorful pixel art"
Better: "dark sci-fi theme with neon accents"

Example Workflow

# 1. Make a game
/coach make a space platformer

# 2. Answer the coach
/coach-answer collect glowing stars while dodging one alien

# 3. Finish the brief
/coach-done

# 4. Approve the Standard prompt and generate it
/coach-generate

# Or copy the final /game prompt from the coach
/game a tiny platformer where a kid astronaut jumps across moon rocks, collects 5 glowing stars, and avoids one slow bouncing alien. Use arrow keys to move and space to jump. Show the star count, add a win message when all stars are collected, and include a restart button.

# 5. Make it better
/tweak add a score counter and make enemies faster

# 6. Optional: turn the saved objective into builder tasks
/objective Goal: Make Nate's space platformer feel fast and not babyish. For Nate. Constraints: one useful upgrade, touch friendly. Avoid: giant unfinished systems.
/tasks

# 7. Optional: summarize builder progress for PM review
/progress

# 8. Save a draft of a different idea
/draft top-down shooter with WASD, survive waves of enemies

# 9. Publish when ready
/publish

# 10. Fork an earlier game as a new project
/remix 2 multiplayer with WASD and arrow keys

# 11. Check your library
/library

How the Bot Works

When you type a command:

  1. Score: A small AI model scores your prompt on the six categories above
  2. Generate: The configured generation model creates the game code
  3. QA: The code is checked for: DOCTYPE, canvas tag, game loop (requestAnimationFrame), input event listeners, and mobile viewport
  4. Host: The game is saved as an HTML file and served from this domain
  5. Thumbnail: A screenshot is captured in the background and added to the gallery

All games are self-contained single HTML files using the HTML5 Canvas API — no frameworks, no external assets, nothing to install.