A side-scroller game maker for worlds that move left to right
A side-scroller is defined by its camera: the world slides past as your hero moves through it, usually left to right. Jumping games are the most common kind, but side-scrolling also covers shooters, auto-scrolling chases and street brawls. Tyrbo builds any of these on a side-view stage and lets you decide exactly how the screen moves.
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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 camera: follow, lead or auto-scroll
How the camera behaves shapes everything else. A camera that leads a little ahead of the hero shows what is coming; one locked to the center feels cramped; one that scrolls on its own sets the pace and turns the level into a chase. Some games freeze the camera in an arena until the enemies fall, then let it roll again.
Tell Tyrbo which you want and it builds the stage on its side-view level recipe with that camera, then exposes lead distance, scroll speed and vertical dead zone as values you change by asking. Most side-scrollers breathe best in landscape, so that is usually the orientation the plan suggests.
Parallax layers and a world with depth
Scrolling is where flat art gains depth. Background layers that move slower than the foreground (distant mountains, a middle row of trees, near grass that rushes by) make a 2D world feel deep. Tyrbo generates and stacks those layers in your game's look, from pixel art skylines to soft painted hills, and keeps their speeds in step with the camera.
Ask for weather drifting across the layers, a slow shift from day to dusk over a long level, or foreground props that briefly pass in front of the hero. These touches cost a sentence each and change how a level feels from start to finish.
Beyond jumping: run-and-gun, chases and street brawls
Not every side-scroller is about the jump.
- Run-and-gun: the hero fires forward or in eight directions while waves pour in from the right.
- Auto-scrolling chase: the screen pushes forward and you dodge, climb and slide to keep up.
- Side-view beat-em-up: walk a street, stop at each gang, fight, move on.
Each is built on the same tested side-view body, so slopes and collisions behave, and the AI adds the shooting, combo or chase logic as fresh code for that one game. If your idea leans toward pure jumping and level craft, the platformer game maker covers jump feel and level design in depth.
Make a side-scrolling game without coding
Start with one line about the run. A short round of questions follows, each with a reasonable default already chosen, then the plan: a title, the pitch, every part of the game and concept art, all before a single piece is built. After that you scan a code, the game opens on your phone, and changes happen in conversation.
A long scrolling level gets the same release checks as anything Tyrbo makes: nowhere the player can get stuck behind the camera, smooth frames on a budget Android phone, ads and purchases in place, and a signed build that is yours to keep and sell.
Start a side-scroller game with one sentence
- A run-and-gun where a hamster in a tin mech blasts its way through a junkyard
- An auto-scrolling escape from a collapsing ice temple, sliding under falling pillars
- A samurai frog walking a rainy street at night, stopping to fight gangs of crows
- A hot air balloon drifting over a painted city, dodging kites, birds and chimney smoke
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
What is the difference between a side-scroller and a platformer?
A platformer is about jumping between surfaces; a side-scroller is about the view, a camera moving along a horizontal world. Many games are both. A side-scrolling shooter or brawler is not really a platformer, and a single-screen platformer does not scroll at all.
Can I make a side-scrolling shooter?
Yes. Describe the hero, the weapon and what comes from the right, and Tyrbo builds a run-and-gun on a side-view stage. Weapon pickups, enemy waves and a boss at the end of each stretch are all things you can ask for and then tune.
Can the screen scroll by itself?
Yes. Auto-scroll suits chases, flying games and escape sequences. You set the speed, and it can change by section: a slow start, a fast collapse, a pause for a fight. If the player falls behind the edge, you decide whether that costs a life or just pushes them along.
Can a side-scroller play in portrait?
Each game has one orientation. Landscape gives a horizontal world more room to show what is ahead, so it is the usual pick. Portrait works well when the scrolling is vertical, such as a climb up a tower.
Your game is one sentence away.
Get early accessWe are letting makers in a few at a time. One email when your spot opens.