Use a four-line conversion
Take a fragment such as “a tiny lighthouse keeps losing its beam in fog.” Add who acts, what they do, what they are trying to complete, and what ends the attempt. For example: the player taps mirrors to send light to three buoys; a blocked beam uses one battery; running out ends the round. Now the note describes a rule that can be tested.
Turn it into a phone-ready prompt
Example prompt: “Create a short single-player lighthouse puzzle for a phone. Tap one of three mirrors to rotate it and guide a beam to each of three buoys. The goal is to light all three using at most five rotations. A beam that reaches the dark edge uses one rotation but changes no buoy. Show the current path before each tap, and let Restart restore the same mirror positions and count.” The concept is proposed, not a claim that this game already exists in the catalogue.
Run the same test after each revision
Play the first board and check whether the mirror selection, beam preview, and rotation count behave as described. Try a route that fails, then restart and reproduce a solution. If you cannot tell which mirror is selected, request a stronger highlight rather than rewriting the story theme.
Keep the original note beside the full prompt so you can see whether the mechanic still carries its mood. Add new story details only when they change a choice or make the result easier to understand. One clear revision is more useful than pasting every idea that came to mind while typing.
Questions about turn a phone note into a game
Does a game prompt need to preserve every detail in my note?
No. Keep the image or feeling that inspired you, then retain only the details that affect the player's decisions. Save extra ideas for later versions.
What if my note is only a theme?
Choose one verb that fits the theme and decide what success looks like. A player action and a visible outcome turn a broad mood into a prompt you can test.