2D platformers
Tile maps, character controllers, collision, parallax layers, and level progression in a real project.
XROGA GAME BUILDER
Describe the game you want — a platformer, a roguelike, a voxel world, a jam entry — and Xroga builds the real systems in a repository you own: input, state, collision, rendering, and progression.
Creative mode
Every one of these is a real project in your repository, not a preview locked inside an editor.
Tile maps, character controllers, collision, parallax layers, and level progression in a real project.
Grid state, move validation, undo history, level definitions, and win conditions you can extend.
Procedural rooms, pathfinding, enemy behaviour, inventory, and run-based progression systems.
Chunked terrain, block placement and removal, greedy meshing, and first-person movement.
Resource curves, upgrade trees, offline progress, and save state that survives a reload.
Authoritative server state, room join flows, and synchronised movement over a real connection.
A bounded, playable build prepared against the stated theme and deadline of a public jam.
Canvas or WebGL builds that load in a browser, with input, audio hooks, and a share link.
Choose your tools
Xroga is not affiliated with or endorsed by these projects. They are named as targets you can ask for.
Survival mode
Name the core action, the failure state, and the reason to play again. A game without a loop is a scene.
Input, state, collision, and rendering land in one repository, following the patterns already there.
The build runs and applicable checks execute. Work is reported complete only after they actually pass.
Commit to a repository you own and publish through providers you authorise — with evidence, or the exact blocker.
Before you start
It can build a playable game with real systems — input, state, collision, rendering, and progression — inside a repository you own. Scope depends on what you describe and how much you iterate. A polished, content-complete commercial title is the result of sustained work, not a single prompt.
Yes. The work happens in a repository connected to your own GitHub account, so the source stays inspectable and portable. Xroga does not hold your project inside a closed editor you cannot export from.
Web-first engines and runtimes are the strongest fit, because the build and the result can both be verified in a browser: Phaser, Three.js, PixiJS, and plain Canvas. Editor-based engines such as Godot and Unity are supported at the code and asset level; steps that require the editor or a local build toolchain run on your machine.
It can generate placeholder art, procedural or geometric visuals, and wire up audio hooks. Final art direction, licensed music, and commissioned assets are yours to supply. Xroga will state when a placeholder is standing in for a real asset rather than presenting it as finished.
A web build can be deployed through a provider you authorise. Storefront submission — Steam, itch.io, App Store, Google Play — requires your own developer account, and each has its own review, fees, and policy. Xroga prepares the build and reports the exact external setup still required rather than claiming a submission happened.
Xroga can implement common performance practices and report what a real build and any applicable checks produced. It does not guarantee a frame rate. Actual performance depends on the device, the scene, the asset budget, and the browser or platform.
Start with one sentence and keep iterating in the real workspace — the code stays in your repository the whole time.