Production and automation
Describe the chain from manual actions to autonomous producers, including rates and storage limits.
How it works
Start with a river to cross and give players the blocks and tools to build their own bridge.

Picture a blocky world where the player reaches a river and builds a wooden bridge to get to the other side.

Ask seeleAgent to shape the riverbanks and add wood blocks. Let players preview where each block will go, place it, or remove it.

Select a wood block, line up the preview, and click to place it. Finish the bridge and walk across.
Make a game for freePick a starting point
Tap to earn coins, buy an oven for automatic income, and test when the next oven becomes affordable. AI-generated concept illustration.
Build a playable browser bakery clicker. Start at 0 coins and earn 1 coin per click or tap. The first oven costs 15 coins. Each oven adds 1 coin per second while the game is open. Price each new oven at 15 times 1.35 to the power of the number of ovens owned, rounded up. Show the coin balance, income per second, next oven price, and payback time. Use one screen with a clear tap button and oven upgrade. Test the first three purchases and check that coins keep rising when you stop tapping.
Bakery Clicker ↗Why SEELE
Describe the chain from manual actions to autonomous producers, including rates and storage limits.
Show the price, added income per second, and payback time for each upgrade. Playtest when players can afford their first three purchases and adjust the starting price or cost growth if progress stalls.
Specify save recovery, a capped elapsed-time reward, and explicit reset rules. Test each behavior rather than assuming it works.
Made with SEELE
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Explore a compact incremental idea without beginning with a large game design document.
Try this idea ↗
Turn production chains and upgrade decisions into an interactive balancing prototype.
Try this idea ↗
Experiment with timers, automation, save states, and visible feedback in a small project.
Try this idea ↗Compare
Both approaches require design review and playtesting.
| Feature | Start with SEELE AI | Start from an empty project |
|---|---|---|
| First step | Describe a resource loop or choose a template. | Set up the project and implement the initial loop. |
| Iteration | Explain changes, then review the generated behavior. | Change implementation and review the behavior. |
| Release readiness | Test balance, saving, accessibility, and requested features. | Test balance, saving, accessibility, and implemented features. |
Reviews
FAQ
Start with the Bakery Clicker prompt. Define what a click earns, what the first producer costs, and how much it earns per second. Generate a prototype, buy the first producer, then stop clicking to check that the balance keeps rising.
Divide the upgrade cost by the extra income it adds per second to estimate payback. An upgrade that costs 60 coins and adds 2 coins per second pays back in 30 seconds. Also time how long it takes to afford each upgrade. If the opening stalls, lower the early prices or increase starting income, then playtest again.
Automatic income runs while the game is open. To add offline progress, ask for a local save with a timestamp and a cap on earnings while away. Close and reopen the generated prototype to verify the reward and test what happens at the cap.
Start with the bakery prompt, unlock automatic income, and playtest the first few upgrades.
Create an idle game →