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E-BOOK

Make a Game with AI in a Weekend

No coding, from an idea to a link someone will click

You'll make your own browser game with a free AI chat, release it on itch.io and see how to start earning from it. I show the whole route on SlipZone, a game I made this way, with prompts to copy and screenshots of the actual screens.

84 pages · 11 chapters · 35 prompts in the bonus

  • Cover of the e-book “Make a Game with AI in a Weekend”: a phone showing the start screen of the game SlipZoneCover
  • Page 52: the start of chapter 7 “Your game on a phone” with a prompt card and a screenshot of the chatChapter 7: your game on a phone
  • Page 63: the SlipZone draft page on itch.io before the game runs and with the game running in its frameChapter 8: the game page on itch.io

WHAT YOU'LL MAKE IN A WEEKEND

SlipZone, a game you can make for free in a weekend.

I describe every step of making it in the e-book, with a prompt and a screenshot.

  1. 01

    Saturday morning: the idea and a first version

    You describe the game on 1 page together with the chat, and 30 minutes later you're playing the first version in your browser.

  2. 02

    Saturday afternoon: a game people want to play

    Points, rising speed, effects and sound, 1 change at a time. Then finger controls and a version for your phone.

  3. 03

    Sunday: a link someone will click

    A game page on itch.io with a description, screenshots and a cover. You send the link to friends and choose a route to your first money.

Play SlipZone on itch.io

TAKE A LOOK INSIDE

Here's what the pages of the e-book look like.

Click a page to open it at full size.

  • Page 17 of 84: the start of chapter 4 “A first playable version in 30 minutes” with a prompt card to copy

    Chapter 4: the prompt that turns a description into the first version of the game

  • Page 22 of 84: a screenshot of the first version of SlipZone with a bug, and the card with the prompt that fixes it

    The first version with a bug, and the bug described the way a player sees it

  • Page 81 of 84: a Figma mock-up of 3 SlipZone screens with a world leaderboard, a city leaderboard and a player profile

    Chapter 11: where a game like this can grow

CONTENTS

11 chapters in the order you'll work.

First the idea and the first version, then the phone and the game page, and finally app stores, making money and a bigger project. Every chapter ends with a “Done when” list.

  1. 01What you can make in a weekend, and what you can'tA genre that fits in 1 file, and a plan for Saturday and Sunday.
  2. 02ToolsA free AI chat, a browser and a folder for each new version of the game.
  3. 03Your idea on 1 pageA game description written together with the chat, and a name checked on itch.io.
  4. 04A first playable version in 30 minutesA working game file opened in the browser and played to the end of a round.
  5. 05Adding features without breaking thingsA rhythm for fixes: 1 change at a time, a copy before each change, a bug description for the AI.
  6. 06Graphics and soundEffects made from plain shapes, sounds generated in code and ready-made graphics to swap in.
  7. 07Your game on a phoneFinger controls, a play area that scales to the screen, an icon on the home screen.
  8. 08Releasing your gameAn itch.io game page step by step, and what the CrazyGames and Poki portals require.
  9. 09App stores for the determinedGoogle Play and the App Store: actual costs, a test with testers and the risk of rejection.
  10. 10Making money without illusionsAds in the game, portals and player payments, payout thresholds and a plan for your first players.
  11. 11A bigger projectThe same game in Claude Code: tidy files, copies and a leaderboard of the best scores.

MAKING MONEY

3 ways to make money from a game made in a weekend.

Chapter 10 shows where the money from a small game comes from, from what amount a service pays you out and how many players you need before there's anything to pay out. Plus a plan for your first players that costs only time.

Ads in the game

Which ad earns the most and annoys players the least, from what balance AdMob pays out and how many players a day you need for ads to make sense.

Browser game portals

CrazyGames and Poki show ads in your game and share the revenue. Chapter 8 says what they require before you send them your game.

Player payments on itch.io

A free game with an optional payment, or a paid one, paid out through PayPal or Payoneer. A good way to check whether anyone values the game enough to pay for it.

You can make money from a game made in a weekend, but it usually needs more polishing and your own time, ideas and work. After chapter 10 you'll know which route to choose and what to do so the game has players at all.

BONUS INCLUDED

Cover of the bonus “Prompt Set” for the e-book “Make a Game with AI in a Weekend”

A set of 35 prompts

The prompts I used for SlipZone, plus new ones that take you further. As a PDF and as a text file you copy them from straight into the chat.

  • The idea and name, the first version, the phone and touch controls
  • Fixing bugs and getting out of the fix loop
  • Graphics, sound and the game's description on itch.io

ADD-ON FOR ONLY €4

Cover of the add-on “50 Game Ideas”

50 game ideas

Ideas for your next games: the 5 genres from chapter 1, 10 ideas in each, every one with a starter prompt.

  • The gameplay loop in 2 sentences and how hard it is to make, from 1 to 3
  • The hook that sets the game apart from similar ones
  • A starter prompt to paste into a new chat

WHO IT'S FOR

  • You have an idea for a game, but you can't code and don't want to start by learning a programming language.
  • You want to get to a link to your own game in one weekend, one you can send to friends.
  • You're curious whether a small game can make money, and you want to test it on your own.

WHO IT'S NOT FOR

  • You're planning a 3D game, an online multiplayer game or one with a long story. That's too much for a first weekend, and chapter 1 explains why.
  • You've been making games for years. The e-book starts from zero and goes step by step.
  • You're looking for quick, big earnings. The e-book shows ways to make money from a game and the payout thresholds, but how much you earn depends on many factors.

BEFORE YOU BUY

What you need and what it costs besides the e-book.

The free tools are enough to make and release the game. The plan in the e-book takes a weekend, and the first playable version takes about 30 minutes. You set up the accounts in the tools yourself; they are not part of the purchase.

Needed for the game in the e-book all for €0

An AI chat on a free account (ChatGPT, Gemini or Claude)€0chapters 1–8
A browser on a computer and a phone to test the game€0the whole e-book
An account on itch.io, where you set up the game page€0chapter 8

When you want to develop the game and take it further

Claude Pro with Claude Code$20 a monthchapter 11, if you want
A Google Play account$25 one-offchapter 9, if you want
An App Store account$99 a yearchapter 9, if you want

QUESTIONS

Before you click “Buy”.

What format will I get it in?

Straight after payment, an email with a personal link to the files arrives at the address you gave at checkout: the e-book as a PDF (84 pages) and the set of 35 prompts as a PDF and as a text file to copy from, and in the variant with the add-on also “50 Game Ideas” as a PDF. The link works for a year; you download the files and save them on your device.

Do I need to know how to code?

No. The AI chat writes the code, you describe what should happen in the game and check the result in your browser. Every prompt is in the e-book in full, together with what to do when the game doesn't work.

Was the e-book written in English?

It's the English edition of my Polish e-book. The prompts are in English. The chats on the screenshots were held in Polish, so they're shown in translation, with a note under each one.

Will I make money from my game?

The e-book explains how to make money from a game, but it doesn't guarantee earnings. Chapter 10 describes 3 routes: ads in the game, game portals and player payments, and for each the payout threshold and how many players you need before there's anything to pay out. Earnings from a game depend on many factors, and the e-book says so plainly.

Does it work on Windows and on a Mac?

Yes. The game is a file you open in a browser, and where the steps differ between the two systems, the e-book shows both.

Will the game get into Google Play and the App Store?

The main route is a browser game that also works on a phone. Chapter 9 covers the app stores: Google Play is $25 one-off and a test with at least 12 testers for 14 days, the App Store is $99 a year and a Mac or building the app in the cloud.

Can I buy from outside the European Union?

Not at the moment. We sell only to buyers in the European Union, as the terms of sale say.

What about an invoice?

If you need an invoice, reply to the email with your files within 3 months with your name and address; if you're buying for a company, give its name, address and VAT number. The terms of sale cover refunds and your consent to the files being delivered straight away.

Your game could have a link this weekend.

A free chat, a browser and 84 pages that take you from an idea to a game page on itch.io and your first players.

Buy the full set for €16

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