1. Final 10% Reality Check
You are helping me finish a nearly complete game.
Do not praise the concept. Do not pitch new features unless absolutely necessary. Do not redesign the game into something safer or more mainstream.
I need a ruthless final-ten-percent audit.
Please analyze this game as if it is close to release and tell me:
1. What already feels real and should be protected
2. What still feels unfinished, fake, confusing, or placeholder-like
3. What is most likely to make players lose trust in the first 5 minutes
4. What should be fixed before release versus what can wait
5. What the next undeniable artifact should be:
- playtest video
- UI pass
- demo build
- store page
- onboarding fix
- trailer
Be specific. Be honest. Focus on product judgment, not generic inspiration.
Here is the game:
[PASTE DESCRIPTION, screenshots, notes, or code summary]
2. UI Honesty Pass
I have a game where the mechanics feel right, but the UI still does not look right.
I do not want a pretty redesign for its own sake. I want an honesty pass.
Analyze the interface and tell me:
1. Where the UI is lying about the quality of the game underneath
2. Which screens feel placeholder-like, generic, mobile-template, or visually incoherent
3. Where hierarchy, affordance, and readability are breaking player trust
4. What the smallest set of changes would be to make it feel intentional
5. Which UI elements need stronger visual identity tied to the game's world and tone
Do not give me a Dribbble moodboard.
Give me practical changes that preserve the existing game and make it look release-worthy.
Context:
[PASTE screenshots, flow, or code]
3. Onboarding and First 5 Minutes
I want you to review the first 5 minutes of this game like a smart player who owes me nothing.
Please tell me:
1. What is immediately clear
2. What is unclear or assumed
3. Where the game is relying too much on author knowledge
4. What players are most likely to misunderstand
5. What small improvements would make the opening feel confident and readable
Do not suggest turning it into a tutorial-heavy hand-holding experience.
Keep the intelligence of the game intact.
Here is the structure / flow:
[PASTE]
4. Playtest Video Prompt
I need to decide what should appear in a short playtest video for this game.
The video should not feel like empty marketing. It should prove the game is real and make the right people curious.
Please give me:
1. The 5-8 moments that most deserve to be shown
2. What order they should appear in
3. What should be implied rather than explained
4. What should be left out because it weakens the impression
5. A simple structure for a 30-second, 60-second, and 90-second cut
The goal is not hype for hype's sake.
The goal is credibility, tone, and appetite.
Game:
[PASTE]
5. Platform Philosophy Prompt
I need help deciding the best first release philosophy for this game.
Please compare:
- mobile / app store
- Steam
- direct release
But do not give me generic platform advice.
Judge it based on the actual game in front of you.
Tell me:
1. Which platform best matches the game's tone and player behavior
2. What each platform would reward
3. What each platform would punish
4. Whether this game needs a soft launch, playtest, trailer-first approach, or direct release
5. What the next correct step is before I even choose a platform
Game:
[PASTE]
6. Pizza Connection Prompt
I am polishing a serious single-player crime game called The Pizza Connection.
It begins in Sicily, follows one bloodline across six eras, and mixes family pressure, trust, rivalry, minigames, and historical progression.
I do not want this evaluated like a GTA clone or a generic mafia game.
Please tell me:
1. What makes this game feel distinctive and worth protecting
2. What needs to be proven in the first playtest video
3. What kinds of UI or presentation choices could cheapen it
4. What parts of the game concept are strongest for players
5. What the most credible next milestone is before public release
Think like a sharp producer and systems-minded player, not a marketer.
Context:
[PASTE]
7. Hack Love Betray Prompt
I am polishing HACK LOVE BETRAY, a fast puzzle game with social-engineering energy, vaporwave tone, and a triangle of choices: hack, love, betray.
The game feels right, but the UI and visual presentation do not fully match the quality of the underlying design.
Please tell me:
1. What currently feels fun and alive
2. Why the look may still feel wrong even if the mechanics are right
3. What UI changes would make the game feel intentional rather than almost-there
4. How to make the vaporwave/social-engineering identity clearer without making it corny
5. Whether this feels mobile-first and what that implies for release polish
Be direct. No generic cyberpunk clichés.
Context:
[PASTE]
8. Neon Leviathan Prompt
I am polishing Neon Leviathan, which is a heavy-metal Oregon Trail by way of whaling, oil, obsession, and maritime brutality.
Please help me clarify the game's release surface.
I need to know:
1. What the strongest one-sentence pitch really is
2. What visual language makes the concept legible fast
3. What could make the game feel too obscure, too tasteful, or too muddy
4. What needs to be shown first so players understand the hook
5. Whether the current framing feels cult-prestige in the right way or just confusing
Think like a sharp creative director with production instincts.
Context:
[PASTE]
9. Release Readiness Prompt
I need you to act like a brutally honest release editor for a nearly finished indie game.
I want you to evaluate:
1. Core loop clarity
2. UI confidence
3. Visual coherence
4. Onboarding
5. Store/trailer readiness
6. Platform fit
7. What must be fixed before release
8. What should be left alone
Do not tell me to add more content just because it sounds nice.
I want judgment, prioritization, and the shortest path to a credible release.
Game:
[PASTE]
Use Rule
If you want the cleanest path through these, run them in this order:
- Final 10% Reality Check
- UI Honesty Pass
- Onboarding and First 5 Minutes
- The game-specific prompt (6, 7, or 8)
- Platform Philosophy
- Release Readiness
That sequence keeps the model from jumping straight into generic marketing or feature creep. Start with the audit. End with the release decision. Put the game-specific framing in the middle where it can actually do something.