Gameslop Manifesto

How to rapidly slop out games in 2026

Use vanilla web

There is so much training data. Plus, its actually good, and, you will never make UI as good as with web tech.

  • HTML/DOM for UI
  • Canvas2D preferred for very declarative and simple game graphics
    • Can lash out and go for WGSL / WGPU if needed — its also good at using them (eg. to run a shader) (they can be layered eg. shader for terrain and Canvas2D for enemies)

Simply make a .html file, prompt, put that shit in, open it with (probably a chrome based browser or firefox)

Art? Emojis

  • Emojis are pretty easy to use for rudimentary graphics
  • So are circles, triangles, etc, and you can deploy the full arsenal of outlining and vector stuff with Canvas2D

Best AI? Composer 1.5

For me right now. Because its cheap and fast, it doesnt struggle with this. If I'm was really trying I will open my folder in Cursor, make a .html file for the game, prompt prompt prompt, maybe git init and make a git repo just to save changes. Cursor can work on it easily.

But you can also just copy paste from Gemini webUI free version (or even just use the canvas directly), this is about the easiest thing for an AI to do, as far as making simple 2D games in this stack, so use whatever you have.

(At the time of writing this Composer 2 has dropped, but it is a rebranded Kimi model, not a continuation of Composer 1.5's lineage. Composer 1.5: you will always be my GOAT!)

Other CoolTM Techniques

Powerful techniques that are good to know and use (and that AI can usually get right)

Physics

Position-Based Dynamics — its got based in the name. You can prompt this and AI will make it but it can get confused on the nuance, often coming back it will try to mix in euler (“DONT MIX IN EULER!”), and often the subtle ordering wont allow momentum to propagate into the next frame. But still its undeniably the best and simplest physics tehcnique so its worth the fight

Noise

Probably everyone has heard of noise by now but its a good way to get a map or some object placement or forests or whatever with not much effort. AI can handle it fairly well. I might tend to deploy the noise in a layered wgsl canvas as a fragment shader, if im using it for a background. Go read Inigo Quilezes blog for more about noise.

Raymarching

This is more of an honourable mention, it will replace a lot of the stack like the Canvas2D, lends itself more to 3d, abstract or geometric games. Or golf. SDFs is a deep rabbithole that I wont go into now but they can also be used for collision as well as rendering. The raymarcher, probably would just do it in a wgsl canvas again and I might downscale the canvas to 66% because it can be a bit demanding. Its another Inigo Quilez blog topic.

Cards

I mean just to mention like, its so easy to make card games with web technologies and AI. If you had ever wanted to make one and genuinely have a vision for a card game just do it. !!!