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Game Creator Chat Analysis — Feb 3–10, 2026

Executive Summary

190 user messages across 48 games from 22 unique users over 7 days. The data reveals five major struggle points, ranked by severity.


The Numbers

MetricValue
Total user messages190
Unique users22
Unique games created48
Avg messages per game4.0
LLM requests576
LLM responses553
Logged errors14
Single-message abandonment17/48 (35%)
Users who restarted (>1 game)11/22 (50%)

LLM Response Times

MetricValue
Median8.8s
P9021.5s
P9543.3s
Max227.8s
Responses >30s35 (6%)
Responses >60s21 (3%)

Struggle Point #1: THREE.js Import Failures (Critical)

9 occurrences across 6 different games, affecting 5 different users.

The most common runtime error is THREE is not defined. The LLM generates code that uses THREE as a global but the import map loads ES modules. Users see a blank screen with a console error. The auto-error-reporter sends the fix request, but the LLM often fails to fix it on the first try, creating error loops.

Affected games:

  • game-ml7edoid-zfy9 — 2x THREE not defined (poker game, user gave up)
  • f89729a9 — 2x THREE not defined (Halo side-scroller)
  • game-mlbxj1lj-ihyv — 1x (lava lamp effect)
  • 21c61145 — 1x (VR gorilla tag clone)
  • b97db026 — 1x (3D soccer, user abandoned after error)
  • 705bc215 — 1x (horror game, user abandoned after error)
  • game-mldzaygv-7lj1 — 1x (soccer game)

Also related: 4 occurrences of Cannot read properties of undefined (reading 'Scene') — same root cause, THREE not imported.

Root cause: The system prompt tells the LLM to use ES modules with import maps, but gpt-5.2 still sometimes generates new THREE.Scene() style global code instead of import { Scene } from 'three'. The mismatch between import map (ES module) and global THREE usage crashes the game.

Fix priority: HIGH — This is the #1 reason games fail on first load. Options:

  1. Add a THREE.js shim that catches the global fallback
  2. Add stronger guardrails in system prompt with examples
  3. Add post-generation validation that detects THREE. usage without import

Struggle Point #2: Error Loops / LLM Can't Fix Its Own Bugs (Critical)

6 games got stuck in repeated error-fix cycles.

When the auto-error-reporter sends a JS error to the LLM, the fix often doesn't work, and the same error comes back. Users get trapped in a loop of "error → fix attempt → same error".

Worst cases:

  • game-ml7be6g1-1yzc4x same Scene undefined error. User (Spanish-speaking) got increasingly frustrated: "Creo que aún no está listo sigue reparando errores" ("I think it's still not ready, keep fixing errors")
  • game-ml8g782a-atwn4x same wobbleT initialization error. User sent the error 4 times in 3 minutes before giving up
  • game-mle0v9d1-kbke2x WebGLRenderer undefined, same game

Impact: Users who hit error loops either abandon or restart with a new game. One user (auth0|6980ceeff260a74586d234e8) created 5 separate games because each one broke.

Fix priority: HIGH — Need better error recovery. If the same error comes back after a fix attempt, the LLM needs a different strategy (e.g., rewrite the file instead of patching).


Struggle Point #3: Overly Ambitious Requests (Moderate)

Users request games that are far beyond what a browser-based AI game creator can deliver in a single session.

Examples:

  1. "A realistic 3d biblical open world game about daniel in the lion's den" with "exploration, quests, stealth takedowns, collectibles, meters"
  2. A full Minecraft 2D clone with creative/survival modes, multiplayer AI, pause menus, settings screens, inventory (massive Spanish-language prompt)
  3. "skating in a skate park with 400 levels"
  4. VR game for Quest 3 "inspired by gorilla tag" with mobile support
  5. "A 3D soccer game with all the real soccer rules, teams, leagues, cups, tournaments, players, tactics" — this user tried 9 different games trying to build this
  6. "Fps shooting game like free fire"

Impact: The LLM either asks too many clarifying questions (users say "just build it") or produces something that doesn't match expectations. One user explicitly asked "Why are my games never made" — they'd tried twice with ambitious concepts and got nothing playable.

Fix priority: MODERATE — Need scope guidance. Options:

  1. Add complexity estimation to the system prompt — if scope is huge, suggest a minimal viable version
  2. Show example games during onboarding so users calibrate expectations
  3. Template gallery for common genres (clicker, platformer, shooter)

Struggle Point #4: "Just Build It" Frustration (Moderate)

The LLM asks too many clarifying questions before starting to build. Users get impatient.

Pattern: User describes game → LLM asks 3-5 follow-up questions → User says "build it" / "just do it" / "your choices" / "ok" / "1"

Examples:

  • "make the game pls" (after 3 messages of questions)
  • "A, yes build it" (after LLM asked about features)
  • "your choices. just build it"
  • "build it" (4 separate users said this)
  • "Ok create this game"
  • "just do it now. your choices"

14 frustration signals detected across the 190 messages. That's 7% of all messages being frustrated commands to stop asking and start building.

Fix priority: MODERATE — The system prompt should bias toward building first, then iterating. "Ship something in 60 seconds, then refine" beats "let me understand your vision first."


Struggle Point #5: Tool Execution Failures (Moderate)

6 "No tool output found" errors — OpenAI 400 errors where the tool call response wasn't properly sent back. This breaks the conversation completely. The user sees nothing happen.

Affected games: game-ml74ar0v-qsiv, game-ml7be6g1-1yzc, game-ml7edoid-zfy9

8 generate_image failures — BFL/Flux API rejected requests because:

  • Width > 1440 (LLM requested 1536)
  • Height not multiple of 32 (LLM requested 810)

All 8 image errors hit the same game (2cb0c0dc, the visual novel) in the same second, meaning the LLM generated multiple parallel image requests with invalid dimensions.

Fix priority: MODERATE — Clamp image dimensions before sending to BFL API. For tool output errors, investigate the tool result relay mechanism.


Other Observations

Non-English Users

5 messages in Spanish from 1 user attempting a Minecraft clone. The LLM appeared to respond in Spanish (good), but the errors were still in English. Consider i18n for error messages.

Code Pasting

One user (google-oauth2|109342665550758219025, the soccer game person) pasted full Three.js source code into the chat 4 times across 4 different games. They were trying to tell the LLM exactly what files to create. This suggests they wanted a "paste your code, I'll build on it" workflow that doesn't exist.

Image Upload Confusion

User google-oauth2|104664431855872318832 (Halo game) spent 7 messages trying to upload a reference image for their character sprite. They asked "How do I add the image", "How can I do this with Android", "No paperclip can you add one", "Can you use the image in my clipboard". Image upload wasn't available or wasn't discoverable.

Power User

google-oauth2|103405110953511446009 (Oleg) is the only power user — 7 games, 60 messages, long iterative sessions on the visual novel. Patterns: font selection, HUD styling, music, character transparency fixes. This user actually got a polished game out of it.

Single-Message Abandonment (35%)

17 out of 48 games had only 1 user message. Some of these are test messages ("Gh", "."), but most are genuine attempts where the user sent one prompt and never came back. Likely causes:

  • LLM asked questions instead of building
  • Game errored on first load
  • Response was too slow

Recommendations (Priority Order)

  1. Fix THREE.js global/module mismatch — Add a compatibility shim or stricter system prompt. This is the #1 technical failure.

  2. Bias toward building immediately — Reduce clarifying questions. Build a minimal version on the first message, iterate from there.

  3. Break error loops — If the same error appears twice, escalate to a full file rewrite instead of incremental patches.

  4. Clamp image generation dimensions — Enforce BFL API limits (max 1440px width, height must be multiple of 32) before sending requests.

  5. Add scope guidance — When a request is extremely ambitious, suggest a playable subset rather than attempting everything.

  6. Fix tool result relay — Investigate the 6 "No tool output found" errors. These completely break the conversation.

  7. Add game templates — Clicker, platformer, visual novel, shooter templates would help both users and LLM.

  8. Make image upload discoverable — At least one user spent significant time trying to upload a reference image.


Raw Data Location

  • Creator logs: D1 logs table, source = 'creator' (1,744 records)
  • Conversation history: D1 game_messages table
  • Query: SELECT * FROM logs WHERE source = 'creator' ORDER BY created_at