App recipes
How to build a browser game with Div-idy
Div-idy can build lightweight browser games in React and TypeScript, including memory games, trivia, reaction challenges, simple puzzles, and focused 2D games. Define the player’s goal, controls, rules, scoring, and end condition. Begin with a complete playable loop, then add artwork, animation, or room-based multiplayer where the game needs them.
Describe a complete playable loop
A game needs more than a themed screen. State how a round starts, what the player can do, which actions earn points, when play ends, and how restart works. Identify desktop and mobile controls and any time limit.
For a first project, keep the rules small enough to test completely. A single-player matching game needs fewer coordinated systems than a physics-heavy action game or a persistent online world.
Example: a memory game prompt
Build a responsive animal memory game with six matching pairs. Start with all cards face down. Let the player reveal two cards, keep matches visible, and briefly show nonmatches before hiding them. Prevent extra flips during that delay. Count moves, show a win message, and let Restart shuffle a fresh board and reset the score. Support touch and keyboard controls.
Add a timer or difficulty levels after the basic matching and reset behavior works.
What artwork and animation can games use?
Visual games can use saved image assets and 2D scene composition. Describe the background, characters, and action-specific poses you need. Prepared artwork can display during play without making a fresh AI image request on every visit.
Tie animation to actions such as moving, collecting, or winning. Ask for stable idle states, pause behavior, reduced-motion support, and a complete reset. Decorative movement should not determine scoring or block the player’s controls.
Can you build a multiplayer game?
Lightweight room-based games can use Div-idy’s multiplayer runtime with a room code, host, and players. The host manages shared game state; players send their permitted actions. Define joining, starting, scoring, leaving, and reconnecting.
Private previews do not support multiplayer rooms. Test the shared game with a host and a separate visitor session. Room support is not a general account system or a guarantee that complex matchmaking and persistent player inventories exist.
How should you test the finished game?
Play through a win, loss if applicable, pause, restart, and repeated rounds. Try rapid clicks, held keys, phone controls, and a hidden browser tab. Check that score and timers reset correctly and overlays fit small screens. TypeScript compilation checks code, so actual playtesting is still necessary before sharing the game.