Make a platformer game with AI, starting with the jump
Tyrbo is an AI platformer maker. You describe a hero and a world; it plans the moves, the levels and the things that can kill you, and builds a side-view game from tested parts that runs on your phone. Then you get to work on what platformers are really about: how the jump feels and how each level teaches it.
Get early accessWe are letting makers in a few at a time. One email when your spot opens.
Platformer · 16-bit pixel
Platformer · Tiny 8-bit
Platformer · Bright and bold
Platformer · Paper craft
Platformer · Ink sketch
Platformer · Cozy cartoon
Platformer · Painted storybook
Platformer · Spooky cartoon
The jump is the game
A platformer is judged in the first second of pressing jump. Height, how long the hero hangs at the top, how fast they fall, whether a quick tap gives a short hop: those numbers are the feel. Small acts of forgiveness matter as much:
- a brief window after stepping off a ledge when a jump still counts
- a jump pressed just before landing that fires on touchdown
- corners that nudge you up onto a ledge instead of bonking your head
Tyrbo builds the hero on a tested side-view body with this kind of handling in place, so you start from a jump that already works. Then ask for a tuning panel inside the game, with sliders for gravity, jump height and air control that you can drag while you play.
Level design: teach, test, twist
Good levels introduce one idea at a time. Show a moving platform over safe ground, then over a pit, then pair it with an enemy. Tyrbo lays levels out with its side-view level recipe, and uses the cave recipe for underground stretches with ladders and tighter rooms.
During planning you decide the shape of the whole run: a handful of crafted stages on a world map, a longer chain of short levels, or a few large areas to roam. Ask for a checkpoint halfway through each stage, coins along the best route, a hidden room above the start. A level-select cheat lets you replay any stage while you tune it, so a fix to level eight does not cost you a trip through levels one to seven.
Enemies, hazards and the hero's moves
Past the jump, a platformer's personality comes from its verbs and its threats. Does the hero stomp, dash, wall-jump, glide or throw? Do enemies patrol, chase or shoot? Are the hazards spikes, lava, crushing blocks or wind? Each move you add changes every level after it, so two or three strong verbs beat ten weak ones.
Describe them in plain words and the AI platformer generator writes each move and enemy into your project, on the same side-view body so collisions stay consistent. If you want real physics, like crates to push or a rope bridge that sags, it adds 2D physics bodies for just the objects that need them.
Make a platformer game without coding, in any style
Platformers wear every look. Tyrbo pulls from curated platformer sprite packs, a pixel platformer set and a 3D platformer kit, generates whatever your world needs beyond them, and dresses the whole game in a matching skin of fonts, frames and buttons. Pick a direction such as pixel art, hand-drawn ink or chunky toy 3D.
Before release each game is checked for soft-locks (a stage you cannot finish is the classic platformer bug), for smooth play on cheap Android phones, and for working ads, purchases and leaderboards. Touch controls are a real decision on mobile: on-screen buttons, or tap to jump while the hero runs on its own. The side-scroller game maker looks at camera and scrolling choices.
Start a platformer game with one sentence
- A fox in a jungle of giant leaves, leaping between floating stones to collect glowing berries
- A miner with a lantern climbing out of a crystal cave past ladders, moving platforms and bats
- A paper-cut snail that sticks to walls, crossing a stormy garden one puddle at a time
- A robot courier double-jumping across rooftops at night to deliver a parcel before sunrise
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 platformer game without coding?
Yes. You say who the hero is, where they are and what stands in their way. Tyrbo asks a few questions with its best guesses ready, shows the plan with concept art, then builds a playable game. Adjusting the jump or adding a stage is a request, not a code edit.
Can I change how the jump feels?
Yes, and you should. Gravity, jump height, fall speed and air control are all exposed. Ask for changes in words, such as a floatier jump or a snappier fall, or have the AI add sliders inside the game so you can drag them while you play on your phone.
Can I make a 3D platformer?
Tyrbo builds side-view platformers well today. They can be drawn in 3D, with toy-like or stylized models on a side-view stage, so the look is 3D while play stays on a flat plane. A 3D platformer you roam in every direction is outside what this page promises.
Can I publish my platformer on Google Play?
Yes. Android comes first: you receive a signed Android build that you own outright, commercial rights included, plus a checklist that walks you through the Google Play submission one step at a time.
Your game is one sentence away.
Get early accessWe are letting makers in a few at a time. One email when your spot opens.