Build your own Minesweeper.
A complete AI build prompt for a mine-clearing game with safe first reveals, flags, flood fill, and saved boards. Your own code, identity, and workflow.
What your Minesweeper-inspired game will do
Build an original browser mine-clearing puzzle called Clearfield. Players uncover a grid using neighbor counts and flags while avoiding hidden hazards. Use Minesweeper as a timeless rules reference and create original icons, theme, and instruction wording. The initial version offers three bounded board sizes and a safe first reveal.
- Generation: delay mine placement until the first reveal and exclude that clicked cell and its neighbors. Use a seeded generator, enforce board/mine-count limits, and define whether the remaining board may require guessing.
- Reveal: reveal a safe numbered cell or flood connected zero regions and their numbered boundary iteratively. Never reveal a flagged cell during flood expansion, and avoid recursion overflow on larger empty boards.
- Flags and chording: toggle flags only on hidden cells. Optionally chord a revealed number when the adjacent flag count matches it; incorrect flags may cause loss, so document the behavior and apply the reveal atomically.
- Outcomes and controls: win when every non-mine cell is revealed, regardless of flags; lose on a revealed mine. Pause/resume, reset a seeded practice board, and start a new run with confirmation. Start the timer on the first reveal.
- Persistence: save generated mine positions, revealed cells, flags, elapsed active time, and status after each action. Reload resumes paused; keep records by difficulty and allow validated save export/import.
Is a DIY Minesweeper alternative right for you?
A Minesweeper-inspired game has a clear finite state model, substantial logic to verify, and a useful touch-design problem without needing a server.
A useful first project: A focused browser puzzle with three board sizes and accessible reveal/flag controls.
Start with a smaller version
Flag a cell beside a zero region, reveal the region, and confirm the flag remains hidden. Reload and verify the actual generated mines have not changed.
Know the tradeoffs
First-click safety does not imply every board is solvable without guessing. Flood reveal must respect flags and chording must handle incorrect flags honestly; a no-guess generator is not assumed.
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 Minesweeper website
Building your own Minesweeper: useful answers
Is this a ready-to-use Minesweeper alternative?
This page provides a customizable build brief for a mine-clearing game with safe first reveals, flags, flood fill, and saved boards. 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 Minesweeper 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 safe first clicks at center, edge, and corner; flags in zero regions; correct and incorrect chord actions; victory with unflagged mines; repeated reveal idempotence; and reload. Do not promise a no-guess generator unless implemented and verified. Exclude copied Microsoft assets, online leaderboards, and unlimited board dimensions.
Original software. Familiar inspiration.
Use your own brand, code, layout, and assets. Clone4.me is independent and is not affiliated with Minesweeper. Read our approach.
Curated by Clone4.me · AI-assisted build briefs · Scope reviewed October 14, 2026
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The complete Minesweeper clone prompt
# Build an original game inspired by Minesweeper
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 browser mine-clearing puzzle called Clearfield. Players uncover a grid using neighbor counts and flags while avoiding hidden hazards. Use Minesweeper as a timeless rules reference and create original icons, theme, and instruction wording. The initial version offers three bounded board sizes and a safe first reveal.
## Design
Use a clean original board with visible reveal/flag mode, remaining-flag counter, timer, pause, and restart. Support right-click or a flag-mode button on touch devices, plus keyboard grid navigation. Use readable numbers, shapes, and accessible cell labels; a pause overlay hides the board and stops the timer.
## Features
1. Generation: delay mine placement until the first reveal and exclude that clicked cell and its neighbors. Use a seeded generator, enforce board/mine-count limits, and define whether the remaining board may require guessing.
2. Reveal: reveal a safe numbered cell or flood connected zero regions and their numbered boundary iteratively. Never reveal a flagged cell during flood expansion, and avoid recursion overflow on larger empty boards.
3. Flags and chording: toggle flags only on hidden cells. Optionally chord a revealed number when the adjacent flag count matches it; incorrect flags may cause loss, so document the behavior and apply the reveal atomically.
4. Outcomes and controls: win when every non-mine cell is revealed, regardless of flags; lose on a revealed mine. Pause/resume, reset a seeded practice board, and start a new run with confirmation. Start the timer on the first reveal.
5. Persistence: save generated mine positions, revealed cells, flags, elapsed active time, and status after each action. Reload resumes paused; keep records by difficulty and allow validated save export/import.
## Tech stack
Use TypeScript with a deterministic rules module independent of board rendering and an injectable seeded generator. Represent cells as indexed grid coordinates, precompute neighbor counts, and use an iterative flood queue. Local versioned storage should preserve generated boards rather than regenerating them on reload. Provide an in-memory fallback with a visible save warning.
## Data & behavior
Board {width, height, mineCount, seed, generated, mines, neighborCounts}; Session {revealed, flags, elapsedActiveMs, status, firstClick}; Records; Settings. Validate all imported counts against the actual mine layout and reject impossible revealed-state combinations.
Acceptance checks and scope:
Test safe first clicks at center, edge, and corner; flags in zero regions; correct and incorrect chord actions; victory with unflagged mines; repeated reveal idempotence; and reload. Do not promise a no-guess generator unless implemented and verified. Exclude copied Microsoft assets, online leaderboards, and unlimited board dimensions.
## 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.