GPT-6 Sol Prompts

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All Prompts

Games

Games

Medieval World in One File

Build a medieval Three.js game with wind physics in a single HTML file.

Original prompt
Source on X: @HammadAli_0914
Read original prompt · 121 characters
“Build me a medieval-themed game in Three.js, keep the entire game engine inside ONE HTML file, and enable wind physics.”
Games

Runway to Sky

A complete browser flight simulator: take off, fly, land, score and restart.

Original prompt
Source on X: @adxtyahq
Read original prompt · 2,693 characters
prompt - Build a polished, playable browser-based 3D flight simulator game from scratch.

The goal is to create a small but genuinely playable flight-sim experience, not a static 3D scene.

GAMEPLAY
- Create an airport with a detailed runway, taxiway, terminal/buildings, grass/terrain, runway markings/lights, sky and clouds.
- Place a recognizable passenger airplane at the airport.
- The player must be able to control the aircraft with the keyboard.
- Implement throttle, pitch, roll, yaw and braking.
- The aircraft must have basic believable flight physics, momentum and acceleration.
- The player should be able to accelerate down the runway, take off, fly around the airport, approach the runway and land.
- Add a simple objective: take off, complete a short flight around the airport and land safely.
- Include crash/failure detection and a restart option.

CONTROLS
Display controls clearly:
- W/S: Pitch
- A/D: Roll
- Q/E: Yaw
- Shift/Ctrl: Throttle
- Space: Brake

CAMERA
- Use a smooth third-person chase camera behind the aircraft.
- Keep the aircraft clearly visible during flight.
- Camera should smoothly follow movement and respond subtly to acceleration.

HUD
Create a polished aviation-style HUD showing:
- Airspeed
- Altitude
- Heading
- Throttle
- Vertical speed
- Flight status
- Current objective

Include a compact controls/help panel that can be hidden.

START + RESULTS
Create a start screen with:
"FLIGHT SIMULATOR"
and a prominent "START FLIGHT" button.

After a successful landing, show:
- Flight completed
- Landing quality
- Flight time
- Final score
- Play Again

VISUAL QUALITY
Make it feel like a real game:
- Cohesive stylized 3D visuals
- Detailed aircraft
- Attractive airport environment
- Good lighting, shadows and materials
- Clouds/atmosphere
- Airport buildings, vehicles, signs, trees and other environmental details where appropriate
- Avoid an empty or obviously unfinished scene

FEEDBACK
Add useful feedback for:
- Throttle/engine state
- Takeoff
- Landing
- Speed warnings
- Altitude
- Crashes
- Successful landing

TECHNICAL
- Build the complete working game in the browser.
- Do not leave placeholder buttons or fake interactions.
- Prioritize responsive controls and smooth performance.
- Use whatever appropriate web/3D technologies are available.

IMPORTANT:
Do not spend the entire task making a beautiful static scene. The aircraft MUST actually be controllable and the complete loop must work:

START → ACCELERATE → TAKE OFF → FLY → APPROACH → LAND → SCORE → PLAY AGAIN

Before finishing, run the game in the browser and test the entire gameplay loop yourself. Fix broken controls, physics, visual bugs and interaction issues you find.
Games

Cloudline Tram Adventure

Drive a retro tram between cloud islands, keep passengers comfortable and upgrade your ride.

Original prompt
Source on X: @YouWareAI
Read original prompt · 3,311 characters
Create a single-file HTML/JS 3D game (Three.js) that can be played directly in the browser, with a warm, low-poly but polished indie game style, evoking the feel of a Ghibli seaside town combined with the smoothness of Zelda's mine cart tracks.     
【Core Gameplay】  The player drives a retro aerial tram, traveling between islands floating above a sea of clouds and the ocean surface.  - The track is a continuous 3D railway, featuring straight sections, uphill slopes, downhill slopes, elevated curves, and long bridges across the sea  - Controls: W to accelerate (Power), S to brake (Brake), left and right for fine-tuning or switching the view  - Real-time display: speed in km/h, number of passengers on board (e.g., 12/16 aboard), road conditions (Steady / Crosswind)  - Passenger comfort system: sudden acceleration, hard braking, taking corners too fast, and crosswinds all reduce "leg comfort"; arriving at the destination smoothly earns bonus points (e.g., +75 at arrival)  - Streak: driving too bumpily will trigger the message "Streak broken. Find your balance to rebuild your tips."  - Arrive at the station, open the doors for passengers to get on and off. On the platform, there are townsfolk queuing up, with subtitles such as "Doors opening - Mango Tide," "Please wait…"     [World and Stations]  At least two routes/two islands:  1. Saltlight Terminus  2. Mango Tide  The island is a rocky island floating above the clouds, with small Mediterranean/Southern European-style houses with red-tiled roofs, a lighthouse, a dock, green trees, streetlights, and warm yellow windows at night. In the distance, there are more floating islands and circling orbits. The sky is a blue-purple gradient from dusk to night, with stars and thick clouds, and below is azure seawater.     [Tram Exterior]  Retro tram: dark green body, wood-colored chassis, curved glass windows, roof luggage, green awning/vine decorations, and various passengers sitting inside. While moving, there is a slight swaying motion and a sense of track sounds (which can be conveyed with simple sound effects or visual cues).     [Scene 2: Workshop Modification]  Switch to the top-down isometric view of the workshop "Cloudworks / Oliver Cloudworks / Oliver's home island."  Players can swap parts for the tram, with an interface like an upgrade pop-up:  - Hearth leaves — Lifting the old part  - Little Companion — Preparing the tram  Progress bar + "Sit back and watch the workshop."  Changes to the tram's appearance after modification (e.g., green roof, added luggage rack, lanterns, vines), then it drives out of the workshop, subtitles "All aboard." / "Next stop: the Coastal Line."     [UI]  Clean modern casual game UI: destination and currency/streak in the top-left, speed bar and Power/Brake buttons at the bottom, comfort progress bar connecting the two station names. No clutter, don't make it horror or cyberpunk.     [Technical Requirements]  - Single file or minimal files, Three.js  - Use curves for the track (CatmullRom, etc.) so the tram follows the rails, camera follows with a slight rail feel  - Simple physics feel: acceleration inertia, braking deceleration, body roll when cornering  - On mobile, try to also support tap to accelerate/brake  - Readable code, with comments, playable as soon as it's opened.

3D & Scenes

3D & Scenes

Rolling Motion Study

A short directional motion cue for a rolling animation.

Partial fragment
Source on X: @Zyvex_0x
Read original prompt · 41 characters
person rolling on the ground to the right
3D & Scenes

Verdant Dinosaur Island

Explore a lush island, hatch dinosaurs and dive beneath a cutaway lagoon.

Original prompt
Source on X: @sahilvermaai
Read original prompt · 400 characters
Create Verdant - an interactive 3D diorama built with Three.js + WebGL

A lush island with roaming dinosaurs, a waterfall, and a cutaway lagoon with a swimming marine reptile. Feed the herd, hatch a baby dinosaur, and take the camera underwater

Adjust the tide, wind, and time of day, or bring in tropical rain while relaxing music plays

Everything runs right in your browser, in a single HTML file
3D & Scenes

WALL-E Model Study

A short Three.js modeling prompt referencing the named film character.

Original prompt
Source on X: @marcthecreatorr
Read original prompt · 42 characters
- create a 3d model of wall-e in three.js.
3D & Scenes

Inside an Aircraft Engine

Explore a detailed engine through disassembly, exploded views and component explanations.

Original prompt
Source on X: @YouWareAI
Read original prompt · 669 characters
Use three.js to build a 3D interactive display of an aircraft engine on a webpage. 
Please refer to Jigspace's interaction design philosophy to achieve a realistic model with near 1:1 high-fidelity restoration, fully preserving material and texture details such as metal, pipelines, and blades. Interactive features must include: step-by-step disassembly animation, exploded view of components, and part descriptions and principle explanations triggered by click or hover. 
Overall, it must support smooth camera control and friendly human-computer interaction, ensuring a smooth experience on the web that fully showcases the engine's structure and working principles.
3D & Scenes

A Detailed Three.js Earth

Create a highly detailed three-dimensional Earth using Three.js.

Original prompt
Source on X: @TimJayas
Read original prompt · 48 characters
create a highly detailed 3d earth using three.js
AI-generated preview for Walk Through Your 3D Café3D & ScenesAI-generated preview

Walk Through Your 3D Café

Build an editable café with mouse-look navigation, lighting and collision checks.

Original prompt
Source on X: @Fred834567
Read original prompt · 74 characters
用 Three.js 做一个可漫游的 3D 咖啡店,鼠标控制视角,桌椅和灯具必须独立可编辑,完成后实际运行检查碰撞、灯光和加载错误,有问题继续修复。
AI-generated preview for Hyper3D Model Generation Cue3D & ScenesAI-generated preview

Hyper3D Model Generation Cue

A short tool-use fragment for generating a model through Hyper3D MCP and Rodin.

Partial fragment
Source on X: @joshesye
Read original prompt · 38 characters
“通过 Hyper3D MCP 调用 Hyper3D Rodin 生成模型”
3D & Scenes

Floor Plan to Interactive Room

A four-step Chinese workflow from a measured room plan to a tested Three.js scene.

Original prompt
Source on X: @wangdefou
Read original prompt · 737 characters
1. 生成房间平面图
为一个虚构房间生成 SVG 平面图,并渲染成 PNG。
房间东西 4 米、南北 3 米,北向在图上方。
北侧窗户,东南角房门,西侧床,北侧书桌,东侧衣柜。
用简单矩形和中文标签表达布局,家具不要重叠。
标注“模拟布局”和米制尺寸,保留 SVG 和 PNG。
先检查图片中的文字和空间关系,暂不创建 3D 页面。

2. 读取图片,核对空间关系
先读取附带的 PNG,不写网页。
列出房间尺寸、北向、门窗和三件家具的位置。
把图片明确给出的信息与未给出的假设分开。
看不清的内容直接说不确定。

3. 根据图片生成 3D 交互网页
使用 frontend-design,根据房间图片和已核对的布局创建 Three.js 网页。
风格为温暖的微缩房间,米白和木色,中文控制面板简洁。
用简单几何体制作床、书桌、衣柜和门窗,不依赖外部 3D 模型。
只做拖动旋转、滚轮缩放、两套配色切换和重置视角。
保持已确认的布局,未给出的高度或材质列为假设。
创建完成后实际启动本地页面,检查交互,保留首版。
有问题就依据真实截图或报错修复。

4. 检查实际页面,有问题再修复
请对照当前真实页面与原始 PNG 检查布局、标签和交互。
有浏览器工具就取得当前截图并实际操作;否则根据我附的截图和操作记录检查,把无法判断的交互标为待人工验证。列出有依据的问题。确有问题才做最小修复,保留原有布局与已经通过的功能,不人为制造故障。
修复后再次打开检查,保存证据与实际改动清单。
若全部通过,直接报告通过,不做无必要改写。
我复核通过后,保存可复现的源文件快照到 versions/v1-accepted,排除 node_modules 和快照目录自身,并输出本地启动方法。
3D & Scenes

Room Photo to Moving 3D Scene

Use a supplied room photo and Blender MCP to build articulated objects and a demo video.

Original prompt
Source on X: @walterzhu8
Read original prompt · 226 characters
Given the room photo I provided, use Blender MCP to build an interactive 3D scene and render it into a demo video. Include articulated object motion (hinges, doors, drawers) and use sensible camera moves to show these effects.

Interactive

Interactive

Pack Your Trip in 3D

Plan what to bring on a trip with a three-dimensional packing assistant.

Original prompt
Read original prompt · 73 characters
Build a 3D travel packing assistant for planning what to bring on a trip.
Interactive

Foldscape Memories

Unfold photographs into five spatial memories with a hinged-device gallery.

Original prompt
Source on X: @tripoai
Read original prompt · 8,568 characters
Create a complete, interactive website called Foldscape Memories, centered on a realistic 3D iPhone Duo.
Photographs appear on its outer display. Opening the iPhone Duo reveals their corresponding three-dimensional scenes across its dual inner screens, creating a pop-up-book-like experience. The hardware must remain recognizably an iPhone Duo; “pop-up book” describes the experience, not the device’s appearance.
Deliver a working website with polished interactions, responsive layouts, and smooth transitions.

1. Technology and supplied assets
Use React, Three.js/WebGL, and GSAP. Use GSAP Observer for wheel and gesture handling, and GSAP timelines for coordinated transitions. Adapt React Bits Circular Gallery for the spatial photograph collection and React Bits Morph Slider for transitions inside the outer display.
The project owner will provide:
- A rigged iPhone Duo model with a controllable hinge, outer display, dual inner screens, and editable body materials.
- Five photographs and five corresponding GLB scenes.
- A music file with attribution and usage information.
Use clearly labeled placeholders until these resources are supplied. Centralize asset paths, titles, captions, model placement, and credits in an editable configuration. Do not invent asset sources or attribution.

2. Visual identity
Create a quiet, editorial atmosphere using warm off-white, near-black typography, muted gray supporting text, thin dividers, generous whitespace, and a restrained rust-red accent.
Use a refined serif for the brand and main headings, with italic emphasis on “stay with you.” Use an understated, readable companion typeface for supporting copy and a clean sans serif for controls.
Keep the interface visually light. Photography, the iPhone Duo, and its scenes should dominate.
Use these English texts:
- Brand: Foldscape Memories.
- Eyebrow: A PLACE TO RETURN TO
- Heading: Some places stay with you.
- Supporting copy: A photograph, unfolded into a place you can return to.
- Primary action: Open memory
Do not include Wallpaper Studio, product-demo sections, or support-the-author links.

3. Entrance experience
Initially show a large, closed iPhone Duo in landscape orientation, displaying the first photograph on its outer screen. No surrounding photographs are visible.
Center the heading above the device. Position compact playback controls below it and include a subtle Scroll to discover cue. Hide the photograph title and caption during this entrance state.
Allow scrolling as soon as possible. Text may appear gently while assets prepare, but an introductory animation must not impose an unnecessary input lock.

4. Transition into photo browsing
On downward scrolling, smoothly reduce the device to its browsing size and introduce the other photographs from the right.
Move the existing heading continuously into an upper-left editorial layout. Place the supporting copy toward the upper right. Avoid duplicated headings, abrupt replacements, and layout jumps.
Arrange the five photographs along a curved three-dimensional gallery with perspective, depth, and generous spacing. They should resemble physical photographs surrounding the device, rather than a flat carousel.
During browsing, wheel input and horizontal gallery dragging move the photographs. Wheel input must not accidentally zoom the iPhone Duo.
Reveal the current photograph’s title, caption, and position within the five-image collection.

5. Photograph transmission
Make each photograph feel as though it is being transmitted into the outer display.
As a card approaches the device, organically stretch and distort its nearest edge with a slightly psychedelic deformation. Keep the card smaller than the display; do not expand it into a screen-sized overlay.
Maintain an approximately 20px visual gap between the card and device. The card disappears into that gap while the outer display transitions to the corresponding image.
Reverse the relationship for outgoing photographs: the screen image appears to emerge as a physical card.
Use React Bits Morph Slider’s Melt-style distortion inside the outer screen. Starting parameters:
- Duration: 1.1 seconds
- Intensity: 0.95
- Aberration: 0.35
- Drift: 0.4
- Easing: linear
Coordinate external card deformation and internal image morphing as one continuous event. Handle rapid navigation without stuck transitions or mismatched selections.

6. Opening a memory
Clicking Open memory, or clicking the stationary iPhone Duo during photo browsing, opens the selected photograph’s scene. Distinguish a click from a drag.
From any current device pose, smoothly return to the closed starting pose before playing the opening sequence. Never snap to the starting position.
Retract surrounding photographs behind the device before unfolding; do not hide them abruptly.
The scene must appear through the space released by the moving left screen. Keep the complete scene at its final position, scale, and proportions relative to the unfolded device base.
Visibility must be driven by the actual hinge angle. As the left screen opens, the newly available space reveals more of the scene. Holding the hinge still must hold the reveal boundary still.
Do not use independent horizontal height sweeps, vertical growth scaling, or geometry that folds with the left screen.
Prevent objects from protruding through the lid. Where clipping exposes hollow geometry, provide appropriate temporary cut surfaces without floating fragments or visible discontinuities. Rewind must retrace the same spatial relationship.
Finish in a low, three-quarter landscape view. Let tall models extend beyond the device silhouette without being cropped by the canvas container. Keep the device and scene clear of the playback controls throughout the animation.

7. Five memories
Provide these configurable photograph-and-model pairings:
1. Round Island Light
2. A Red Sailboat in western Greenland
3. Kálfeyri — Skötufjörður, Ísafjarðardjúp.
4. Santorini in Blue and White
5. Osaka Castle
Each photograph must open its own scene. Preserve authored proportions and support individual positioning and scale adjustments.
Use natural lighting, convincing materials, soft contact shadows, and scene-appropriate terrain or water. Aim for photographic natural environments rather than a toy-like miniature aesthetic.
Use reflections where appropriate. Avoid distorted duplicate silhouettes on the tilted screen; introduce its reflection smoothly as the device approaches flat.

8. Interaction and controls
Start automatic rotation 0.5 seconds after opening. Pause it during dragging and resume 0.5 seconds after movement settles. Allow zooming in the opened scene.
Provide a scrubber for pausing and exploring the sequence. Once opened, show Rewind, which reverses the presentation.
Place a compact curved Option Wheel outside the device on the right, containing only:
- Scene
- Landscape
- Closed
Hide it on the entrance page. Keep the selected option sharp and prominent, with restrained fading and blur on neighboring options.
Include an original-photo viewer, an atmosphere/audio control, and a device-color button beside the audio control. The color button directly cycles between light and dark finishes without a dialog.
The atmosphere panel contains music playback and the supplied credits, with no Coast option. Begin muted and require user interaction before playback.
During photo browsing, place a horizontal drag hint approximately 35px below the device, centered in a 50×50px device-rotation handle. Align the actual hit area with the hint.
Entering device inspection smoothly enlarges the device and retracts the photographs. Downward scrolling returns to browsing and restores the gallery.

9. Performance and delivery
Avoid font flashes, duplicated layouts, abrupt state changes, and blocking loading sequences. Keep input responsive.
Load scenes on demand, prepare expensive rendering work before playback, reuse resources, and dispose of replaced assets. Avoid unnecessary continuous rendering. Respect reduced-motion preferences and support keyboard navigation.
Test all five scenes through opening, pausing, scrubbing, dragging, zooming, rewinding, finish changes, and rapid photograph switching. Inspect intermediate frames from multiple angles, not only the final pose.
Check for clipping gaps, floating fragments, reflection artifacts, control overlap, residual logos, and incorrect wheel handling.
Deliver the runnable project, setup instructions, an asset-replacement guide, and a concise record of the libraries and animation techniques used.
AI-generated preview for Rainy-Night Reading RoomInteractiveAI-generated preview

Rainy-Night Reading Room

Imagine an interactive 3D study on a rainy night, with text and image reading.

Original prompt

Source-post screenshot captured in the replies, not a standalone project render.

Source on X: @berryxia
Read original prompt · 28 characters
用自然语言造一间雨夜书房。3D 可交互,包含图文阅读等。

Simulation

Simulation

Colorstorm Island Simulator

Control a colorful WebGL storm with dynamic particles, lighting and destruction physics.

Original prompt
Source on X: @vib3coded
Read original prompt · 4,000 characters
PROMPT
Project Concept: Vibrant Isometric Hurricane Simulator This project is a real-time, colorful, low-poly style WebGL simulation of a violent tornado striking a small, vibrant, localized diorama of a city island. It emphasizes the contrast between a colorful, well-to-do resort and chaotic destruction. Technical Architecture: three.js + WebGL Core Scene Elements (Asset Requirements) Diorama Base: An isometric, stylized diorama base featuring a sandy beach, a turquoise ocean area, and a paved road winding around the structures. Retain the dolphin model and the original red and white camper van on the beach. Structures: Multiple low-poly, brightly painted (turquoise, orange, pink) beach houses and a single, colorful low-poly skyscraper with neon signage (e.g., a glowing sign reading "CITY PALMS TOWER"). Vehicles: Multiple classic and luxury style low-poly vehicles (e.g., a small vintage car, a sleek sportscar, a second van). High-Fidelity Simulator Features 1. The Dynamic Tornado (Shader & Particle FX) This is the central visual element. Do not use a static model. Implementation: Use an advanced particle system (Custom ShaderMaterial) for the tornado vortex. Visuals: Instead of natural grey, the tornado must be vibrant and multi-colored. Use a Vertex Shader to blend colors like deep blues, electric purples, and fiery oranges/reds throughout the funnel. Use a Fragment Shader with noise and gradient textures to create the dynamic, swirling motion and texture. Volumetric Clouds: The sky should use Custom Volumetric Fog or large, softly blended particle clusters. 2. Destruction & Physics System To simulate the tornado "sweeping through," objects must be dynamically affected. Implementation: Integrate a rigid body physics engine (e.g., Cannon.js or Ammo.js) into the three.js loop. Mechanics: Give all small objects (vehicles, furniture models, road debris) collision bodies. Apply a cyclonic force (a combination of tangential and upward forces) to objects within the tornado’s radius. Vehicles must lift off the ground, tumble, and spin. Destruction: Structures should be made of destructible parts. A house might split into two or three rigid body sections when the tornado force exceeds a threshold, allowing walls to break away. 3. "Alarm" Stage Lighting & Atmosphere The simulation should have phases. Static Phase: Bright, sunny, resort lighting. Alarm Phase: The sky shifts from bright to dark and stormy. Introduce dramatic, rhythmic flashing emergency strobe lighting (red and blue spotlights) reflecting off the water and buildings. Introduce volumetric lightning flashes within the cloud layer using an EffectComposer (Post-processing Bloom). 4. The Interactive THREE.JS GUI A functional GUI is essential for a simulation feel, mimicking the one shown in the sample. Implementation: Use dat.gui (or a similar lightweight three.js GUI library) placed on the side. Options (English text only): THREE.JS HURRICANE SIMULATOR (Title) ALARM: Active / Inactive (Toggles the emergency lighting) STORM COLOR: Multi-Color / Realistic / Dark (Changes the tornado shader parameters) WIND SPEED: Slider (1 to 100) (Controls the physical force applied) OBJECT DESTRUCTION: Enabled / Disabled (Toggles house destruction mechanics) 5. Recommended Open-Source Resources to Use Models: Look for high-quality, open-source (CC0 or Attribution) Low-Poly City Packs on Sketchfab or TurboSquid for vehicles and buildings. Shaders: Check the three.js/examples/jsm/shaders/ directory. Use a modification of Water.js for the agitated ocean and UnrealBloomPass.js for the lighting effects and the bright tornado. Look for existing volumetric fog or complex particle examples on GitHub to modify for the tornado itself.  By combining these elements, you will create a highly interactive WebGL experience where the user controls the storm's intensity, watching in real-time as a complex physics simulation lifts cars and shreds low-poly houses in a dazzling display of color and destruction.
Simulation

One-Turn Pen Balance

A robot-hand simulation challenge: spin a pen once and finish steady without PPO.

Original prompt
Source on X: @jianglong_ye
Read original prompt · 150 characters
"There's a pen simulator here. A robot hand lies palm-up with a pen on its fingers. Spin it one full turn without dropping it, ending steady. No PPO."
Simulation

Train a Dexterous Pen Spinner

An Isaac Lab reinforcement-learning brief for a Sharpa hand, trained policy and visualization.

Original prompt
Source on X: @walterzhu8
Read original prompt · 264 characters
Implement pen spinning with a dexterous hand. Use Isaac Lab for RL training, use the Sharpa hand, and create the pen mesh yourself. Give me a trained RL policy and a visualization video. You are free to search the web and download papers or anything else you need.
AI-generated preview for BTC Strategy Connection CheckSimulationAI-generated preview

BTC Strategy Connection Check

A short hourly BTCUSDT backtest instruction for checking a trading-tool connection, not investment advice.

Original prompt
Source on X: @DaviddDotTech
Read original prompt · 81 characters
"Backtest a simple strategy on BTCUSDT 1 hour, just to make sure we're connected"

If you're the original creator of a prompt shown here and would prefer it not to appear, contact us and we'll remove it promptly.

GPT-6 Sol Prompts

From a single-file medieval game to a detailed flight simulator, this collection brings together game ideas, 3D scenes, interactive experiences and simulations. Original prompts stay intact, including multi-step instructions and non-English text.

Use GPT-6 Sol in Combos

Pick a prompt from this collection or write your own, then start building with GPT-6 Sol in Combos. Preview your game, adjust the gameplay through follow-up prompts, and keep improving the same project — all before sharing it for others to play.

FAQs about GPT-6 Sol Prompts

What can I do with GPT-6 Sol game prompts?

These prompts give you a starting point for describing a game's world, rules, controls and visual style. Choose an idea you like, adapt it to your own game, and use it as a brief for creation in Combos.

How do I start a Combos game with a GPT-6 Sol prompt?

Copy a prompt, open the Combos creator, and paste it as your game idea. Test the playable version, then describe any changes you want to the characters, story or difficulty before sharing your game.

How are the prompts in this collection sourced?

We curate these prompts primarily from public posts on X (Twitter). If you're the original creator and would prefer your prompt not to appear here, please contact us and we'll remove it promptly.

Where can I explore more games and ideas to build?

Visit the Combos homepage to discover popular games made by the community. Play different genres, explore creative worlds, and find gameplay ideas that inspire you. You can also start creating directly from the homepage by describing your game in plain language. Preview the playable version, refine the characters, rules or difficulty through follow-up prompts, and share your game when you're ready.

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