Write the prompt around a playable rule
The prompt defines a grid, three building types and a connectivity rule. A line that shows paths helps players reason about placement. The resident target gives the run direction without requiring a complex economy. Keep building effects visible before placement, and let early experimentation be reversible while players learn the map.
Original concept prompt: “Create a miniature island town on a 6-by-6 grid. Place homes, a well and a market by tapping a tile. Homes need a path to both services; show connected tiles with a line. The goal is to support eight residents before the island fills. Let players remove and replace one building during the first test.” This is a recipe for an idea, not a claim that this exact game is already playable.
Play, observe and refine one thing at a time
Place a home adjacent to the well and another separated by a path, then check whether the connection rule behaves as shown. Try to reach the resident goal with different layouts. If a building fails to connect, highlight the broken route rather than only lowering a score. If there is no meaningful trade-off, make space or service capacity limited.
Add one new building only after homes and services work together. A park might raise capacity, while a road could connect distant structures; state its effect plainly. Test the same map with and without the addition to see whether it changes placement choices. If every layout can reach the target, tighten the space or require a balanced mix of services.
Do not add a long construction menu before the first placement is understandable. Keep map boundaries visible and avoid buildings that look decorative but alter hidden rules. The small prototype should test planning, not simulate every part of a real city.
Playable reference for this prompt: Void. Drag a black hole around a toy city to swallow anything that fits and grow; clearing the city drops in a bigger district and +10s. Use this example to compare the proposed rules with a game you can try now.
Questions about city builder game prompt
How should service connections be checked?
Define a path from each home to the required well and market. Test diagonal contact, broken paths and buildings that appear close but are not actually connected.
What happens when a building is removed?
Recompute the affected connections and residents. The first prototype should make the resulting change visible before the player commits to further construction.