Tyrbo Get early access

Make a Clicker Game With AI, From the First Tap Up

A clicker game starts with one big thing to tap and a number that goes up. Done well, the tap feels great, grows stronger, and slowly hands over to automation. Tyrbo builds clicker games from a sentence, planning the tap, the upgrades and that handover with you, then builds a game you play on your phone.

Get early access

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

  • Idle and clicker game concept art in the cozy cartoon lookIdle and clicker · Cozy cartoon
  • Idle and clicker game concept art in the bright and bold lookIdle and clicker · Bright and bold
  • Idle and clicker game concept art in the 16-bit pixel lookIdle and clicker · 16-bit pixel
  • Idle and clicker game concept art in the isometric tiles lookIdle and clicker · Isometric tiles
  • Idle and clicker game concept art in the modern mono lookIdle and clicker · Modern mono
  • Idle and clicker game concept art in the painted storybook lookIdle and clicker · Painted storybook
  • Idle and clicker game concept art in the tiny diorama lookIdle and clicker · Tiny diorama
  • Idle and clicker game concept art in the voxel blocks lookIdle and clicker · Voxel blocks
Looks a clicker game can start from. Pick one, mix two, or name your own.

Making the tap feel good

In a clicker, the tap is the whole game for the first few minutes, so it needs weight. The target squashes, a number pops out and floats up, a few particles burst, a sound plays. Every tap should feel like it did something.

Tell Tyrbo what you tap, a giant gem, a sleepy dragon, a stubborn rock, and it builds the feedback around it, using art from its curated packs or generating new sprites. If the pop is too small or the bounce too slow, ask, and try the change straight away. A tap that feels right makes everything after it easier to love.

Tap power, critical taps and frenzies

Clickers grow the tap itself before they automate it. Upgrades raise tap power. A critical tap, a small chance to hit for ten times as much, adds a jolt of surprise. Frenzies, a golden target that appears for a few seconds or a combo for fast tapping, give active players a reason to stay.

The AI clicker generator plans these with you: what the upgrades are called in your theme, how often criticals land, how long a frenzy lasts. It writes them and shows the totals with its tested currency display, so the counters keep up with the tapping.

From tapping to automation

The classic clicker arc runs from active to idle. First you tap; then you buy a helper that taps for you; then helpers buy helpers. When that handover happens is the key design choice. Too early and the tap feels pointless. Too late and fingers get tired.

Tyrbo plans the handover point with you and keeps the tap relevant afterward, for example by scaling taps with automated output. Test the pacing quickly by asking for helpers inside your game: add a pile of coins, skip ahead an hour. For the deeper systems behind automation, prestige and offline progress, see the idle game maker.

Start a clicker game with one sentence

  • Tap a sleepy dragon to wake it and collect gold, helpers that poke it for you, and a golden frenzy egg
  • A stubborn rock that cracks into gems, tap power upgrades, and a ten-times critical that shakes the screen
  • A clicker where every tap plants a flower, bees take over the planting, and a meadow grows behind

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 clicker game without coding?

Yes. Say what the player taps and what they buy with the result, and Tyrbo plans the tap, the upgrades and the helpers, then writes the game. Tweaks like a bigger pop or a rarer critical are one request each.

What is the difference between a clicker and an idle game?

A clicker centers on active tapping, at least at first. An idle game centers on generators that run without you. Most games blend the two, starting as a clicker and turning idle as helpers take over. Tyrbo can build either end or the whole arc.

Will all that tapping run well on cheap phones?

Every Tyrbo game is checked to run on low-end Android before it leaves the pipeline, so particles, popping numbers and fast taps are tested on modest hardware, not just a new flagship phone.

Can a clicker have ads and purchases?

Yes. Your game arrives wired for both. Clickers often offer a rewarded ad for a frenzy or a temporary tap boost, and a purchase for a permanent multiplier. Tell Tyrbo which you want and where they appear.

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.