Build your own Flappy Bird.
A complete AI build prompt for an original one-button arcade game with fixed-step flight, seeded obstacles, and local saves. Your own code, identity, and workflow.
What your Flappy Bird-inspired game will do
Build an original one-button browser flying game called Paperwing, using classic Flappy Bird-style mechanics as a historical reference. A small original glider rises on input and falls under gravity while passing through procedurally spaced obstacles. Create your own character, scenery, obstacle shapes, sound, and title; do not copy the original bird, pipes, sprites, or a current unrelated revival.
- Flight: apply a fixed gravity and a documented upward velocity impulse to one player body. Use a fixed simulation step so speed and jump height remain stable across displays and frame-rate dips.
- Obstacles: generate seeded obstacle gaps within bounded vertical ranges and minimum spacing. Move them at a documented speed, despawn passed obstacles, and avoid impossible geometry from unconstrained random values.
- Collision and scoring: detect player/obstacle and world-boundary collision using consistent shapes; count each passed obstacle once. A death transition freezes score and prevents further input from changing the run.
- Session controls: start, pause/resume, mute, and restart. Auto-pause when the page loses visibility and require explicit resume. Clear held input on state transitions and provide a short ready countdown after loading a save.
- Progress: persist a paused run with player position/velocity, obstacles, score, seed, random state, and simulation time; retain best score separately. Resume or discard the saved run, and export/import a validated snapshot.
Is a DIY Flappy Bird alternative right for you?
The one-input flying loop makes a focused physics-and-collision project. Original scenery and a stable simulation step provide room to make it distinct.
A useful first project: Classic Flappy Bird-style mechanics used as a historical reference for a small original browser game.
Start with a smaller version
Replay the same tap sequence at two display rates, confirm matching flight and score, then restore a paused snapshot before the next obstacle.
Know the tradeoffs
Display frame rate must not change gravity or jump height, and random obstacles need bounded gaps. This brief references the historical mechanic; it does not reuse original sprites or claim a current revival is the original game.
Understand the build-vs-buy tradeoffsInside the build brief
- Product & audience
- Design
- Features
- Tech stack
- Data & behavior
- Originality & asset guidance
- Delivery & verification
No account required.Official Flappy Bird website
Building your own Flappy Bird: useful answers
Is this a ready-to-use Flappy Bird alternative?
This page provides a customizable build brief for an original one-button arcade game with fixed-step flight, seeded obstacles, and local saves. It is not a hosted app. Your AI coding agent implements the software; you then need to test, run, and maintain it.
Can I customize the Flappy Bird clone prompt?
Yes. Choose Product & audience, Design, Features, Tech stack, or Data & behavior in the editor. Save and copy the complete assembled prompt, or download it as Markdown. Edits are saved in this browser.
What does the starting version leave out?
Test equal flight trajectories under different render rates, multiple inputs in one tick, edge collisions, score counted once, obstacle bounds, focus-loss pause, and exact snapshot resume. Test touch input and missing storage. Exclude original sprites/music, copied level sequences, app-store distribution, and online leaderboards.
Original software. Familiar inspiration.
Use your own brand, code, layout, and assets. Clone4.me is independent and is not affiliated with Flappy Bird. Read our approach.
Curated by Clone4.me · AI-assisted build briefs · Scope reviewed October 14, 2026
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The complete Flappy Bird clone prompt
# Build an original game inspired by Flappy Bird
You are an experienced game designer and gameplay engineer. Build a working, polished MVP from the brief below. Implement the core journeys end to end; a static mockup is not sufficient. Inspect the current environment, make sensible implementation decisions, and get started. Ask a question only if a missing answer genuinely blocks implementation.
Starting platform: Web. Explicit customized Product & audience and Tech stack requirements take precedence over this starting target.
## Product & audience
Build an original one-button browser flying game called Paperwing, using classic Flappy Bird-style mechanics as a historical reference. A small original glider rises on input and falls under gravity while passing through procedurally spaced obstacles. Create your own character, scenery, obstacle shapes, sound, and title; do not copy the original bird, pipes, sprites, or a current unrelated revival.
## Design
Use an original paper-and-sky visual theme with one obvious start action, score, mute, pause, and restart. Make the collision bounds match the visible playable shape, provide Space/click/tap equivalence, and show clear ready, playing, paused, and game-over states. Avoid a click-to-start also causing an unintended immediate flap.
## Features
1. Flight: apply a fixed gravity and a documented upward velocity impulse to one player body. Use a fixed simulation step so speed and jump height remain stable across displays and frame-rate dips.
2. Obstacles: generate seeded obstacle gaps within bounded vertical ranges and minimum spacing. Move them at a documented speed, despawn passed obstacles, and avoid impossible geometry from unconstrained random values.
3. Collision and scoring: detect player/obstacle and world-boundary collision using consistent shapes; count each passed obstacle once. A death transition freezes score and prevents further input from changing the run.
4. Session controls: start, pause/resume, mute, and restart. Auto-pause when the page loses visibility and require explicit resume. Clear held input on state transitions and provide a short ready countdown after loading a save.
5. Progress: persist a paused run with player position/velocity, obstacles, score, seed, random state, and simulation time; retain best score separately. Resume or discard the saved run, and export/import a validated snapshot.
## Tech stack
Use TypeScript with Canvas and a small deterministic physics/game-state module separate from input and rendering. Use a bounded fixed-step accumulator; do not catch up minutes of background time. Inject seeded random generation, version local saves, and make storage failures visible without disabling play. Generated original simple shapes are sufficient for the MVP.
## Data & behavior
Run {tick, playerY, playerVelocity, obstacles, score, seed, rngState, status}; Obstacle {id, x, gapCenter, gapSize, scored}; Settings {muted, reducedMotion}; BestScore. Save only validated engine state and restore into paused mode.
Acceptance checks and scope:
Test equal flight trajectories under different render rates, multiple inputs in one tick, edge collisions, score counted once, obstacle bounds, focus-loss pause, and exact snapshot resume. Test touch input and missing storage. Exclude original sprites/music, copied level sequences, app-store distribution, and online leaderboards.
## Originality and assets
The named product is a reference for general workflows only. Use an original product name, visual identity, wording, layout, and assets. Do not copy proprietary code, branded logos, distinctive screens, private APIs, paid templates, or protected media. Use original or appropriately licensed sample data and assets. Build from this brief rather than scraping the reference service. Do not imply affiliation with the referenced company.
## Implementation quality
- Make every visible control work, with clear loading, success, empty, validation, and failure states. Remove controls for unimplemented features.
- Support the target platform and responsive or resizable layouts where appropriate. Use platform-appropriate accessibility semantics, labels, keyboard operation, visible focus, sufficient contrast, and reduced-motion preferences. Provide alternatives for drag-only interactions.
- Validate inputs at the relevant boundary. Treat imported or user-generated content as untrusted; render it safely. Confirm destructive actions or offer undo.
- Keep state changes reliable across navigation and reloads. Never silently lose edits. Handle persistence and network errors with an actionable message.
- Keep the scope realistic. Prioritize the complete primary journey. If a custom Features section differs from the baseline, update the data model, design, and acceptance checks to match it; explicit custom requirements take precedence over baseline assumptions.
- Provide realistic original sample content and a useful empty state. Keep sample data clearly separate from user-created data.
## Delivery and verification
1. Inspect the repository and outline the implementation in a few sentences.
2. Implement the app and connect its actual data flow. Continue until the primary journey works.
3. Run appropriate checks and test the acceptance cases above on the target platform. Verify responsive layouts and keyboard navigation when browser tools are available. For native projects, build with the available SDK and test an emulator or device when possible; report any missing native verification honestly. For games, verify the rules and gameplay loop, not only the menus.
4. Fix observed failures, then provide the runnable result, setup/run instructions, a brief explanation of what is implemented, and any specific configuration or verification limits.
This is a focused MVP. Do not add billing, AI services, or unrelated features unless explicitly requested in the brief. Start building now.
Change just what matters. Customize a section and keep the rest of the brief included.