Make a Platform Brawler With AI: Knock Rivals Off the Edge
A knock-off brawler is a fight where nobody loses health; they lose their footing. Every hit pushes harder, and the last fighter on the platform wins. Tyrbo builds this kind of brawler from a sentence: the fighters, their moves, the knockback and the stages, with AI rivals to fight on your phone.
Get early accessWe are letting makers in a few at a time. One email when your spot opens.
Party arena · Toy box 3D
Party arena · Low-poly daylight
Party arena · Voxel blocks
Party arena · Tiny diorama
Party arena · Candy cute
Party arena · Bright and bold
Party arena · Cozy cartoon
Knockback instead of health bars
The heart of a platform brawler is its knockback rule. Each hit adds damage, and damage makes the next hit launch you farther. Early in a fight, hits barely nudge. Late, one heavy blow can send a fighter off the screen. That curve creates comebacks and tense fights at the edge.
Tyrbo plans the rule with you, how fast damage builds, how far a heavy hit can launch, how many lives each fighter gets, and writes it on top of physics so launches arc and tumble properly. If fights end too fast, ask for a gentler curve, or have the AI add sliders inside your game for knockback and gravity.
Moves, recovery and the fight at the ledge
Fighters need a small, readable move set: a quick jab, a slow heavy hit, a dash, maybe a grab or a block. Then the edge game: a double jump or a rising special to climb back after a launch, and a ledge to catch. Recovery is what turns being knocked off into a challenge rather than a loss.
On a phone, keep inputs few. Tyrbo suggests a stick plus two buttons, with its guess picked, and builds the move set and recovery for each fighter. Describe a character, a sumo frog with a belly bounce, and the AI brawler generator writes moves to match.
Stages, AI rivals and a ladder to climb
Stages shape fights. A flat island rewards spacing, floating platforms add vertical chases, and moving platforms and hazards add chaos. Tyrbo builds stages from its arena map recipe with tested movement, dressed with a curated 3D platformer kit or generated models in your look.
Your opponents are computer fighters, so their behavior matters: how hard they chase, how well they recover, how often they misjudge an edge. Tyrbo writes that behavior and lets you set difficulty. Add a ladder of rivals that grow tougher with a boss at the top, and post wins to live leaderboards. For a lighter, round-based take, see the party game maker.
Start a brawler game with one sentence
- A sumo frog, a ninja cat and a wrestling bear on a floating lily pad, every hit pushes harder, three lives each
- Toy knights brawling on a crumbling castle tower, a double jump to recover, and a boss knight at the top
- Chunky voxel robots knocking each other off a moving platform over lava, with a rocket punch heavy hit
From a sentence to your phone
- 1
Describe it
One sentence is enough. Say what you tap, what you dodge, what you win.
- 2
Answer a few questions
Each comes with our best guess picked, so most of the time you just tap Continue.
- 3
See the plan
A title, a pitch, every part of the game, and concept art, before anything is built.
- 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 brawler game without coding?
Yes. Describe your fighters, their signature moves and the stage, answer a handful of questions, and Tyrbo writes the brawler. Balance changes are conversations too: a fighter that is too strong gets toned down when you ask.
Can I fight my friends?
No. Tyrbo does not build multiplayer, online or local. The brawlers it builds pit the player against AI rivals, and you decide how many there are, how tough they fight, and who waits at the top of the ladder.
Can the brawler be 2D or 3D?
Either. A side-view brawler can use 2D sprites from curated packs or newly generated ones. A 3D brawler uses models, and Tyrbo rigs and animates the 3D fighters it generates. Toy box 3D, voxel and low-poly looks suit the genre well.
Can each fighter play differently?
Yes. Weight, speed, jump height and move set can differ per fighter, so a heavy fighter shrugs off hits while a light one recovers from far away. Describe each character and Tyrbo plans the stats with you, then tune them while you play.
Your game is one sentence away.
Get early accessWe are letting makers in a few at a time. One email when your spot opens.