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Prompt Library

A copy-paste library of prompts that work, grouped by what you are trying to make. Change the numbers and names to fit your game.

Every prompt below is one message. Send it as-is, then correct it in plain English. If you want to know *why* these are shaped the way they are, read Writing Prompts That Work.


World building

Terrain and maps

Always generate the world before you build on it — making a map wipes the existing terrain and plants its own trees and rocks.

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Generate a mountains map, 800 studs, strong height variation, sharp cliffs, snow line about two thirds of the way up.
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Generate an islands map, 1000 studs, water level high, sandy beaches, dense palm-style tree clusters on the bigger islands.
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Generate a flat plains map, 500 studs, no water, light grass and a few scattered rocks. I want somewhere clean to build on.
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Generate a canyon map at 1200 studs. Use a seed so I can regenerate the exact same map later.
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Erase all the terrain in a 2000 stud area around the spawn and give me flat ground.

Buildings and structures

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Build a two-storey wooden cabin on the flat ground north of the spawn, about 24 by 18 studs, with a stone chimney, a porch with railings, and windows on both floors.
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Build a 20-floor office tower where the spawn is, with a proper window grid on all four faces, a glass lobby at the base, and a flat roof with vents.
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Build a round stone watchtower 60 studs tall with a spiral staircase inside and a battlement at the top.
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Build a domed observatory on the hill: a cylindrical base 30 studs across and a smooth dome roof with a slot opening.
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Build a village square with four shop fronts facing in, a fountain in the middle, cobbled ground, and benches along the edges.

Layout and detail

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Build a main road 600 studs long and 40 wide through the middle of the map, with pavements, a T junction halfway, and a lamp post every 25 studs on both sides.
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Add a stone bridge over the river near the village, 60 studs long, with arches underneath and railings on both sides.
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Build a fenced compound around the warehouse: a chain-link style fence with posts every 10 studs, a double gate at the front, and crate stacks inside.
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Add a curved retaining wall following the edge of the cliff, 6 studs tall, made of stone, and a set of stairs down to the beach.

Playable spaces

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Build a 12-stage obby over the water: floating platforms, one moving platform, one disappearing platform, and a checkpoint every four stages.
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Build a circular arena 120 studs across with tiered seating, four entrance tunnels, and a sand floor.
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Build a tycoon plot: a 60 by 60 base pad, a purchase button pad for the first dropper, a conveyor, and a collection box at the end.
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Build a maze 100 by 100 studs with stone walls 12 studs tall, one entrance, one exit, and a chest at the centre.

User interface

Core screens

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Make a main menu: game title, Play, Shop and Settings buttons, a background panel, and an entrance animation. Wire every button up.
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Add a pause menu that opens on Escape with Resume, Settings and Leave buttons, and dims the game behind it.
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Add a loading screen that shows while the game sets up, with the game name, a progress bar and a rotating tip line.
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Add a settings screen with sliders for music and sound effects, a toggle for screen shake, and a Close button that saves the choices.

HUD and in-game

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Add a HUD with a coins pill at the top right and a health bar at the bottom centre. The health bar should turn red under 30 percent.
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Add a hotbar of five slots at the bottom of the screen with number-key highlighting and a selected-slot outline.
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Add an objective banner at the top of the screen that slides in, holds for four seconds, then slides out.
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Add a toast system so I can pop a short message top-right that fades after three seconds, and show one when a player picks up coins.

Shops, inventories and rewards

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Build a shop UI with a scrolling list of items, each with an icon slot, name, price and Buy button, and a coins balance in the header.
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Build an inventory screen as a six-by-four grid of slots, with a detail panel on the right that shows the selected item.
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Build a daily rewards panel with seven day tiles, a claim button, and locked styling on days that are not available yet.
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Add a code redeem window with a text box, a Redeem button, and a result message underneath for valid and invalid codes.
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Add a confirm modal I can reuse: title, message, Cancel and Confirm buttons, and a dark backdrop that closes it when clicked.

Gameplay systems

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Add a coin system: coins spawn around the map, walking into one collects it, the count shows in the HUD, and it saves per player.
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Add sprint on Shift with a stamina bar that drains while sprinting and refills when you stop.
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Add a round system: 30 second intermission, 3 minute round, teleport everyone to the arena, last player standing wins, then reset.
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Add two teams with team spawns and coloured name tags, and balance players automatically when they join.
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Add a shopkeeper NPC by the market stall that walks a short patrol route and opens the shop UI when a player talks to it.
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Add a zombie wave system: waves get bigger every round, zombies path toward the nearest player, and a wave counter shows on the HUD.
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Add checkpoints to the obby so players respawn at the last one they touched, and show which checkpoint they are on.
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Add a gamepass that doubles coin pickups, check it when the player joins, and show a VIP tag next to their name.

Data and saving

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Add leaderstats with Coins and Wins, save them when a player leaves, and load them when they join.
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Make sure everything saves when the server shuts down too, not just when a player leaves.
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Add an inventory save: keep the list of items a player owns, load it on join, and put the item definitions in a config module I can edit.
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Go over the saving code and make sure a failed save retries instead of silently losing progress.
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The shop lets players buy with coins they do not have if they spam the button. Make the server the authority on every purchase and rate limit it per player.

Polish and effects

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Set the lighting to a warm late afternoon mood with soft shadows and a light fog in the distance.
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Add a stormy night mood: dark sky, heavy fog, cold blue light and occasional lightning flashes.
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Add hit feedback when a player takes damage: a red flash on screen, a short camera shake and a sound.
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Add a portal between the lobby and the arena with a swirling effect, and a screen fade when a player goes through.
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Add a trail to the player when they sprint, and a small burst effect when they land from a big fall.
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Make the shop UI feel better: hover and press states on every button, a small scale bounce when it opens, and rounder corners.

Art, models and animation

Image and mesh requests do not touch your place — you get a file.

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/image a thumbnail for a tycoon game, giant glowing money stacks and a happy character, high CTR style
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/image a game icon for a sword fighting game, GFX style
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/image a gamepass icon for a speed boost, simulator style
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/image a shield UI icon, simple flat style
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/3d a stone gargoyle statue with folded wings
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/3d a low poly wooden treasure chest with iron bands
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Rig this NPC model and give it a two second friendly wave animation.
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Animate the robot in the workspace doing a short victory dance, about four seconds, looping.
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Search the Revix Toolbox for a car and put one next to the garage.

Debugging and cleanup

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I pressed Play and got this in the output: "attempt to index nil with 'Coins'". It happens when I click Buy in the shop. Find the cause and fix it.
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Check the output window and tell me what is erroring right now.
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The double jump does not work. Read the movement script and tell me why before changing anything.
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Scan the castle build for problems — gaps, overlapping parts, anything unanchored that should not be — and fix what you find.
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Search my scripts for anywhere the client is trusted to set a player's coins, and fix those.
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Undo the last change.
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Tell me what is in ReplicatedStorage and StarterGui right now.

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