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
| Metric | Value |
|---|---|
| Total user messages | 190 |
| Unique users | 22 |
| Unique games created | 48 |
| Avg messages per game | 4.0 |
| LLM requests | 576 |
| LLM responses | 553 |
| Logged errors | 14 |
| Single-message abandonment | 17/48 (35%) |
| Users who restarted (>1 game) | 11/22 (50%) |
LLM Response Times
| Metric | Value |
|---|---|
| Median | 8.8s |
| P90 | 21.5s |
| P95 | 43.3s |
| Max | 227.8s |
| Responses >30s | 35 (6%) |
| Responses >60s | 21 (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:
- Add a THREE.js shim that catches the global fallback
- Add stronger guardrails in system prompt with examples
- 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-ml7be6g1-1yzc— 4x sameSceneundefined 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-atwn— 4x samewobbleTinitialization error. User sent the error 4 times in 3 minutes before giving upgame-mle0v9d1-kbke— 2xWebGLRendererundefined, 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:
- "A realistic 3d biblical open world game about daniel in the lion's den" with "exploration, quests, stealth takedowns, collectibles, meters"
- A full Minecraft 2D clone with creative/survival modes, multiplayer AI, pause menus, settings screens, inventory (massive Spanish-language prompt)
- "skating in a skate park with 400 levels"
- VR game for Quest 3 "inspired by gorilla tag" with mobile support
- "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
- "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:
- Add complexity estimation to the system prompt — if scope is huge, suggest a minimal viable version
- Show example games during onboarding so users calibrate expectations
- 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)
Fix THREE.js global/module mismatch — Add a compatibility shim or stricter system prompt. This is the #1 technical failure.
Bias toward building immediately — Reduce clarifying questions. Build a minimal version on the first message, iterate from there.
Break error loops — If the same error appears twice, escalate to a full file rewrite instead of incremental patches.
Clamp image generation dimensions — Enforce BFL API limits (max 1440px width, height must be multiple of 32) before sending requests.
Add scope guidance — When a request is extremely ambitious, suggest a playable subset rather than attempting everything.
Fix tool result relay — Investigate the 6 "No tool output found" errors. These completely break the conversation.
Add game templates — Clicker, platformer, visual novel, shooter templates would help both users and LLM.
Make image upload discoverable — At least one user spent significant time trying to upload a reference image.
Raw Data Location
- Creator logs: D1
logstable,source = 'creator'(1,744 records) - Conversation history: D1
game_messagestable - Query:
SELECT * FROM logs WHERE source = 'creator' ORDER BY created_at