Tyrbo Get early access

A 2D game maker with a look for every idea, from pixel art to paper craft

Tyrbo is a 2D game maker for phones. Describe the game and the style, and it plans and builds a playable 2D game with sprites, an interface that matches them, and physics when the game needs bodies that fall and bounce. Nineteen of its art directions are 2D, from chunky 16-bit pixels to hand-cut paper.

Get early access

We are letting makers in a few at a time. One email when your spot opens.

  • Match-3 puzzle game concept art in the bright and bold lookMatch-3 puzzle · Bright and bold
  • Survivors game concept art in the 16-bit pixel lookSurvivors · 16-bit pixel
  • Platformer game concept art in the 16-bit pixel lookPlatformer · 16-bit pixel
  • Top-down adventure game concept art in the 16-bit pixel lookTop-down adventure · 16-bit pixel
  • Tower defense game concept art in the bright and bold lookTower defense · Bright and bold
  • Runner game concept art in the bright and bold lookRunner · Bright and bold
  • Cozy farm and garden game concept art in the cozy cartoon lookCozy farm and garden · Cozy cartoon
  • Card battler and autobattler game concept art in the gilded fantasy lookCard battler and autobattler · Gilded fantasy
Looks Tyrbo starts games from. Every game ends up with a look of its own.

Nineteen 2D art styles, one consistent look per game

A 2D game's style is a set of rules, not a filter. Outline weight, palette, shading and pixel grid all have to agree across characters, tiles, effects and menus, or the game looks assembled from spare parts.

Tyrbo gives each game one art direction and holds it everywhere, including a matching interface skin with its own fonts, frames and buttons. Some of the 2D looks it works in:

  • Pixel: crisp 16-bit, tiny 8-bit with a handful of colors, and dark gothic pixel art lit by torches.
  • Cartoon: bright flat shapes with bold outlines, cozy warm-brown toons, glossy candy cute, spooky purples and oranges.
  • Hand-made: painted storybook, loose ink sketch, layered paper craft.
  • Clean: soft pastel, quiet minimal, modern mono, neon on black, isometric tiles.

Sprites chosen or drawn for your game

Art comes from two places. First, curated asset packs: tile sets, characters and props that already fit together. Second, generation: when your game needs a sprite no pack has, such as a raccoon knight or a lantern-carrying moth, it is generated in your game's direction so it sits next to the pack art without clashing.

The concept art in the plan shows the look before anything is built, which is the cheapest moment to change your mind. If you are set on retro sprites, the pixel art game maker page goes deeper on grids and palettes.

2D physics, grids and side-view bodies when the game needs them

Different 2D games stand on very different foundations, and Tyrbo picks the right one from its tested parts:

  • A platformer stands on side-view bodies and level recipes, where jump height, gravity and coyote time decide whether it feels good.
  • A match-3 board stands on a grid, where swaps, cascades and refills are pure rules with no physics at all.
  • A physics puzzle needs real 2D physics: balls that roll, pins that release, liquid that settles.
  • A top-down adventure stands on dungeon and world map pieces where the hero roams in any direction.

Physics is added only when a game needs bodies, which keeps the rest light and fast on modest phones.

Make a 2D game without coding

Write a sentence, answer a few questions that each come with a suggested choice, and look over the plan: title, pitch, every part, concept art. Then the build runs, and you scan a code to play it on your phone.

Changes are conversational. Ask for a double jump, a slower water level or a cozier palette. To tune faster, the AI can add your own testing tools inside the game: an invincibility toggle, a button that spawns an enemy, sliders for speed and gravity. Nothing ships until it passes two checks of its own: no dead ends that strand a player, and steady frames on an inexpensive Android phone.

Ideas you could type

  • A paper craft platformer where a folded fox leaps across cardboard hills and glue puddles
  • A 16-bit dungeon crawler with a lantern-carrying moth hero exploring a flooded crypt
  • Neon match-3 on a black grid where matching four triggers a pulse that clears a row
  • An ink sketch runner where a doodled knight escapes an eraser chasing him across the page

From a sentence to your phone

  1. 1

    Describe it

    One sentence is enough. Say what you tap, what you dodge, what you win.

  2. 2

    Answer a few questions

    Each comes with our best guess picked, so most of the time you just tap Continue.

  3. 3

    See the plan

    A title, a pitch, every part of the game, and concept art, before anything is built.

  4. 4

    Play it today

    Scan the code and it runs on your phone. Change it by talking to it.

Built to ship, not just to prototype

Every game leaves the pipeline with all of this checked, not hoped for.

  • No soft-locks
  • Runs on low-end Android
  • Ads and purchases wired
  • Leaderboards live
  • A signed build you own

Questions people ask

Can I make a pixel art game with this 2D game maker?

Yes. Three of the 2D directions are pixel art: a crisp 16-bit grid, a tiny 8-bit style with only a few colors, and a darker gothic pixel look. Sprites, tiles and the interface all follow the same grid so nothing looks smoothed or out of scale.

What kinds of 2D games can I make?

It builds best in platformers, match-3, physics puzzles, word puzzles, top-down adventures, survivors games, tower defense, endless runners, card battlers, space shooters, farming games, town builders, racing, party arenas and idle games. Anything else can be attempted from parts, but those are where it is strongest.

Do I need to draw my own sprites?

No. Art comes from curated packs, and anything missing is generated in your chosen style. You can describe characters and props in words, such as a grumpy mushroom shopkeeper, and they appear in the concept art before the build.

Can I change the art style after the game is built?

The best time is during planning, when the concept art shows the look and switching costs little. After the build you can keep asking for visual changes in plain words, from a new palette to redrawn enemies.

Do I own the 2D game and its art?

Yes. You hold full ownership of the game and the commercial rights to it. When it is done you have a signed Android build to publish as your own, with its sprites, tiles and interface skin packaged inside.

Your game is one sentence away.

Get early access

We are letting makers in a few at a time. One email when your spot opens.