GUIDE 07 / Finish & publish

From AI Game Prototype to Finished Game: A Checklist

Five gates before you share.

THE SHORT ANSWER

Here’s where to start.

To finish an AI game prototype, freeze the feature list, complete its start-to-finish loop and test the version you will actually share. A game needs clear controls, an understandable goal, reliable win and loss states, and a way to play again. More content will not compensate for a broken round.

Before you start

Five gates before you share
Five gates before you share. Original planning diagram for this guide.Select image to view full size.

If your prototype already runs, you have something useful to evaluate. The next job is deciding what must be true before you call this version finished.

Write a release promise

Describe the experience a player should expect:

A release promise describes one complete playable room and its controls; optional extra worlds, online accounts and new modes remain outside that version.
Keep the promise small and accurate. Any extra platform or feature you advertise becomes something you need to deliver and check.Select image to view full size.

That promise gives you a boundary. It does not require touch controls, ten levels or cloud saves. If you advertise those features, however, they become part of what you must deliver and check.

Put unneeded ideas in a later list. Keep only changes that fulfill the current promise or fix something preventing the player from enjoying it.

Pass five completion checks

CheckWhat a player should be able to doA useful test
EnterLoad the game and understand how to beginOpen the shared build from a fresh browser session
UnderstandIdentify the controls and goalWatch a new player without coaching
PlayUse the core action and get clear feedbackComplete the main interactions deliberately
FinishRecognize a win or lossTrigger each ending separately
ReturnRestart into a clean roundRestart several times and compare the starting state

Write observations beside the checks. “The exit stayed locked after the fifth pickup” is useful. “Needs polish” gives the next change no direction.

Five completion checks cover loading, controls, a clear goal, a win or loss, and a clean restart.
Use the whole loop when deciding whether the prototype is complete. A missing restart still leaves the experience unfinished.Select image to view full size.

Sort problems by their effect

Fix problems in a useful order
Fix problems in a useful order. Original planning diagram for this guide.Select image to view full size.

Fix blockers first: the game will not load, the player gets stuck, the goal cannot be completed, or Restart breaks the next round. Then address confusion that prevents someone understanding the game. Cosmetic improvements come after those problems.

One test session can produce conflicting suggestions. A player might ask for multiplayer because it sounds fun while also missing the current goal. Clarifying that goal is directly connected to this release. Multiplayer belongs in the later list unless you intentionally change the project scope.

Use this request when AI proposes more than you need:

Copy and adapt for your project
Our release promise is: [one sentence].
Known problems: [observed behavior and reproduction steps].
Sort them into blockers, player confusion and optional polish.
Explain the player impact of each proposed change.
Select the smallest first repair. Do not add new game systems.
Preserve the current project and identify the checks to repeat.

For a reproducible failure, use the AI game code repair guide before stacking more patches.

Test the shared build

Playing inside the editor is one check. Your audience uses an exported or hosted version, which may expose missing files, incorrect paths or browser-specific behavior.

An editor session is compared with the actual shared build, where files, paths, controls and supported devices must be checked again.
Use the exported or hosted version for release testing. Record the devices and browsers you actually checked.Select image to view full size.

Open the exact build you intend to share. Check loading, controls, sound, the first round and a restart. If you promise phone support, use actual devices as well as a resized desktop window. Write down the browser and device you checked; “works everywhere” is a much broader claim.

Ask a tester three focused questions: What did you think the goal was? Where did you stop knowing what to do? What made you want another attempt? Observe their actions before explaining your design.

Decide what finished means today

A finished small version can still have ideas waiting. Choose a release candidate, record what it includes and save a recoverable copy. If you change it afterward, repeat the checks affected by that change.

Prepare a short description that states the controls, goal and supported platform. Show a real screenshot from the build when presenting gameplay. Keep concept artwork distinct from evidence of what a player will see.

Finishing gives you a stable version to learn from. Player feedback can then guide the next release instead of continually changing a prototype that no one else has played.

TENG AI SCHOOL membership includes school materials, weekly group coaching calls and game-publishing access. When your browser game is ready, members can submit it for review; publication is subject to approval. Explore the membership options.

Common questions

Can a small game count as finished?

Yes. Define the experience you promise, complete that experience and test the build players will receive. Future ideas can belong to a later release.

How do I stop adding features before release?

Write a short release promise describing the complete round you will share. Put new ideas on a later list unless they fix a failure of that promise. A missing restart blocks a repeatable round; another character skin usually does not.

What should I test after fixing a game bug?

Repeat the original reproduction, then play through the nearby states the fix could affect. A change to winning should also be checked against losing and restarting. Test the exported or hosted build that another person will receive.

About Kevin Teng

Kevin Teng shares practical guides to building games with AI. Visit for his games and community stats, or watch his build videos.

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