Prompt templates for your own agent in Flockbay
2 min read
By Eduardo Orellana ·
When you connect your own agent to Flockbay, it gets the open Godot editor with undo, the running game to playtest, and six world tools: terrain, water, environment, weather, the player controller and props. These prompts give it the right context and one job at a time. Copy them and change the details.
Before the prompts: connect
Open Connectors from the Flockbay menu, press Set up on the Another agent (MCP) row, press Turn on, and run the command for Claude Code or Codex from the dialog. The agent's work appears in a chat named "Your agent".
Session opener
"You are connected to Flockbay over MCP. List the tools you can call, then describe the current world in two sentences before changing anything."
Asking it to look first catches a broken connection and gives you both a shared starting point.
Terrain and water
"Shape the island so the south is a low beach and the north rises to a single hill the player can climb. Keep it small enough to cross in a minute."
"Add a river from the hill down to the beach, narrow enough to jump across in one place."
Environment and weather
"Set the time to late afternoon with warm light and long shadows."
"Add light rain that starts after a minute of play and gets heavier near the hill."
The player and placed objects
"Place the player on the beach, facing the hill."
"Put five lanterns along a path from the beach to the hilltop, spaced so the next one is always visible from the last."
Review prompts
"Summarise every change you made in this session, one line each." "What did you try that did not work?"
Then press Play in the app and walk the world yourself. The agent cannot tell you whether it feels right.
Prompts to avoid
"Build me a whole game." It gives the agent nothing to check and no order to work in. "Make it look better." It gives no direction.
"Change everything about the terrain." Large rewrites are hard to review. Ask for one area at a time, then look.
And do not ask the agent whether the world feels good. It cannot know. Walk it yourself, then tell it what to change.
Rules that make every prompt work better
One change per prompt. Describe what the player sees, not internal values. Say sizes in player terms: "a minute to cross", "one jump wide". Ask for a summary at the end.
Keep reading
Look first, one change per prompt, player-sized descriptions, and a summary at the end.
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