Small idea. Real app.
What you will build
Make a cooperative space-rescue game people can join through one link. See real players move and act together using live data.
Give friends one link and a game they can play together.
01 · SEE THE PROBLEM
One space station needs a whole crew
George, Lily, Felix and Nora discover why rescuing the station takes shared actions and teamwork.
02 · WATCH THE BUILD
Build a live multiplayer rescue game
Follow the real build and compare two player sessions, with shared movement, cooperative actions and phone controls.
03 · REMIX THE VIBELET
Vibe Crew
Invite friends using this exact demo link: everyone here shares the same live room. Choose a nickname and join a crew of up to six, or try solo practice. Remix it for your own independent game. No runtime AI is used.
Prompts you can start with
Initial prompt
Build Vibe Crew, a polished colorful 2D top-down cooperative space-station rescue game. Two to six real players join the same shared-link room, choose a nickname and a colored footless robot, and see each other move live. Include a lobby, Join crew, Leave crew, Start round, and a clearly labeled local Practice alone mode that does not invent other real players. A two-minute round has a shared station-health bar, energy cells to carry to a generator, small fires to extinguish with a playful foam tool, and hull breaches to repair while holding the action button. Show a win/loss result and Play again. Use WASD/arrows plus Space on desktop, and an accessible virtual direction pad and action button on phones. Render with canvas and a crisp readable HUD, dark teal space, mint/coral/yellow highlights and cute original robot shapes. Use the real GameOverApp.realtime channels for all live motion and actions, not collection polling or frequent database writes. Local motion must feel immediate; interpolate remote positions. Keep outbound motion to about four updates per second using sendLatest and compact sequenced snapshots, reserving room for actions within the SDK send limits. A deterministic current room coordinator applies interactions and broadcasts bounded world snapshots about twice per second; players send intentions rather than independently awarding shared progress. Identify participants by channel session IDs, bootstrap new arrivals with nicknames/appearance/current state, use round IDs and sequences, validate ranges and ignore stale/duplicate actions. Keep state payloads under 2048 UTF-8 bytes, show connecting/offline errors honestly, and reconcile a newly joined player from a current snapshot. Use channel rosters rather than slow presence refresh for game membership. Ordinary casual co-op, not a secure competitive scoreboard. Keep realtime data ephemeral; at most save a completed-round summary in a Vibelets collection when writable. No AI, email, external integrations, extra login, remote assets or fake remote players. Build now and make sensible decisions.
Refinement
Improve the working Vibe Crew game while keeping the same realtime protocol and shared round. Add a paired repair station that charges only while two real crew members stand on its two glowing pads and hold their action buttons; solo practice should adapt that station for one player and remain clearly labeled. Add quick Help here! and Nice! reactions above avatars, clear carried-cell markers and visible foam bursts. Add a short how-to panel and a sound toggle with quiet original synthesized effects that unlock only after user interaction. Keep movement and actions within the combined send limit, coalesce replaceable state, and use a shared action scheduler so holding the action button works without filling the queue. Handle late joining, a graceful Leave crew by the coordinator and fresh rounds: the next eligible coordinator should resume the latest world snapshot, with an epoch to reject old coordinator messages. If the connection is uncertain, pause shared gameplay visibly instead of silently running a divergent round. Keep max six players, spectators above that limit, and the same-link explanation. Preserve a playable useful solo practice, phone controls and all existing objectives. Test actual behavior rather than claiming tests passed.