---
title: "How to write a prompt that works"
category: "Creating your game"
url: https://studs.gg/support/creating-your-game/how-to-write-a-prompt-that-works
updated: 2026-09-03T19:57:38.617Z
---
# How to write a prompt that works

A good prompt says what kind of game it is, what the player does, how it should look, and how big it should be. Two or three sentences is enough. Studs asks follow-up questions if it needs more.

## A shape that works

"A zombie wave shooter on a rooftop at night. Waves get bigger, you buy better weapons between waves. Low-poly, neon signs. Keep it small: one rooftop, five waves, three weapons."

* **Genre and setting.** Obby, tycoon, shooter, simulator, and where it takes place.
* **The core loop.** The one thing the player does over and over.
* **The look.** A few words on style and colours.
* **Keep it small.** Name the limits. Small games build more reliably and are easier to grow afterwards.

## Changing a game you already built

Send one change at a time in the same project: "add a checkpoint after each jump", then "add a win sign at the end". Vague or very large requests are more likely to miss, and a very large map can come back with [parts missing](/support/creating-your-game/my-game-looks-empty-or-my-map-is-missing).

If your new message describes a different game, for example turning a tycoon into a racing game, Studs will ask you to start a new project instead.

## If Studs asks you to rephrase

Studs only builds Roblox games, so a prompt that is not about a game, or that is too thin to work from, gets a short message asking for more. One concrete detail about the game is enough to get going. Unusual or ambitious ideas are welcome.
