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We need your feedback! 🙏

A topic by André N. Darcie created Feb 04, 2026 Views: 566 Replies: 47
Viewing posts 1 to 10
Developer(+1)

This game engine is a personal project. It is open source, free, and built together with the community.

We would love to hear any kind of feedback. It can be something small or something big. An idea, a new feature, or a major improvement.

If you found bugs or ran into issues that made development harder, please let us know.

We are truly open to feedback. We will read everything, think carefully about it, and everyone who contributes will be credited. It is going to be really cool! 😊

(+1)

Hi there! I love the idea behind this engine but... is there no way to edit character sprites? It would make a HUGE difference. Thanks in advance.

Developer

It is now possible to edit all existing sprites!

Come try it at the 2nd Tiny RPG Game Jam

Developer(+1)

Thank you very much for your time and attention! Your feedback is very valuable.

After you mentioned it, I went ahead and implemented it, and now the feature is here!

It was an honor. Your request is an order!

I also added your name to the credits in the post. 🙌

Full Sprite Customization!!

This is just amazing! Thank you so much! How can I customize the hero, or swap him for some of the other sprites?

Developer

I’ve pushed an update where it’s now possible to change the player’s sprite. In the Objects section, where you set the player’s starting point (initial position), you can now customize the player’s appearance there.

Amazing! Thank you!

(+1)

very nice! caan skill text  be edited? also what key to press to use sword. nice look and feel.

Yes, I do agree, it would be cool to edit skill text :)

nice! keep gaming!

Developer

I just made an update where it’s now possible to change the order of the skills, meaning you can decide at which level each one is unlocked and the order in which the player receives them.

Changing the description text is a great idea, I’ll add it as something we plan to implement soon.

Regarding using the sword, the player always uses it by default if they have one, but I can add a visual indicator to make that clearer.

Thank you very much for your feedback!

Great! Thank you for listening! And what about adding a little piece of music? Maybe you can let us upload stuff or maybe the engine could have a small MIDI library ready to go...

very nice. since the engine is limited by design, could it export to other limited platforms? There was a puzzlescript to MSX console for instance.. Also what's the engine license can eventually make commercial games? keep up nice work!!

Developer

Hey everyone, thanks for commenting and giving feedback.

We’ve listened and now Tiny RPG Studio has a lot of new cool features thanks to all of you.

Now its time to check these new features, and what better way to do so, than a brand new

TINY RPG GAME JAM

(4 edits)

First things first—great little engine! Minimalist, simple, and to the point. Love the UI simplicity!

Now, some long winded notes and suggestions:

Skills

Allow for the enabling and disabling of individual skills. This way, you can create a "do-it-yourself" character build. Rename skills to have non class related names. For example, a skill like "Fire Mage" makes no sense if you're playing as a thief. Call it "Fire Walker" and it becomes universal. Some skill suggestions below (for illustrative purposes only):

  • Undying: Automatically revive once after death.
  • Silver Tongue: Unlock new dialogue options.
  • Backstabber: 50% chance for double damage from the back.
  • Alchemist: Potions heal full life.
  • Fire Walker: You can walk on lava.
  • Locksmith: Open locks without a key.
  • Cautious: Pass through traps without taking damage.
  • Booksmart: XP scrolls give you double experience.
  • Weapon Expert: Your weapons have +1 on stats.

EDIT3: Already implemented

Dialogues

Have branching dialogue options. If nothing else, at least have a ✗ or ✓ as options to answer, to create a semblance of dialogue.

Tilesets

The tileset is suboptimal. It covers just one genre (fantasy), has way too many NPC assets (considering the small scope), and way too few environment assets (even for the small scope). 

The bigger problem is that right now, it stands somewhere between symbolic and literal representation. I would propose you move further into symbolic representation, with the optional import of other tilesets (modern, sci-fi, western, cyberpunk, etc.). To do this, you will need to implement name tags in dialogue and allow for duplicate (reused) NPCs and the renaming of NPCs in a scene. I know the asset import goes against the idea of having everything ready to export in a (short) string, but so does redrawing half or all of the NPCs to get what you need. If nothing else, at least think of including tilesets for the other genres I mentioned.

EDIT3: You need about 16 map tiles per one good looking environment. 

Variables

You probably need more. 16–20 sounds about right for a micro-game.

World

A bigger world map would be nice (perhaps have a switch between 3x3 and 5x5). The bigger option would allow for  overworld, one big(ish) and one small dungeon, which is perfect for a small game. Right now, the 3x3 map is more of a proof of concept than anything really useful.

Objects and enemies

  • Enemy Stats: Allow for changing enemy stats (0–9 range)—click on the boxes and write a value. This way, you don't need to use a fixed enemy progression.
  • Weapon Stats: Allow for changing weapon stats (0–9 range)—click on the boxes and write a value. This way, you can easily create armor suits if needed(low attack, high defense) or different weapon kinds.

EDIT3: While what I proposed about Enemies and Swords would be a great addition, the most important addition would actually be enemy rename- even though you can reskin an enemy, right now when you're killed by one it shows the name of the enemy from the editor.

  • Rename Tabs: Rename the "Swords" tab to "Weapons."

EDIT3: Add Indication of weapon durability(and attack strength), the same way enemies have indication of their damage output. The player shouldn't have to count in his head, so either remove weapon durability and make them unbreakable or put in visual indication of their remaining durability.

  • Add Traps: Add a Trap—basically a static enemy that has 1 life and adjustable damage(see above) or fixed low damage(1 or 2). It can easily be bypassed by careful players, advanced characters(who can take the hit) or characters with certain skills. Great for temporary closing off parts of the map among other things.
  • Add Chests: Add a Chest that requires a key. When opened, it disappears leaving one (pre set from a list) item behind.

EDIT3: Right now you can do the same with walls and a door, but it wastes way too much level estate to use it often.

  • End Game: The object should work similar to gates- activated by a variable. This way you can set a specific dialog as a condition to end game(great for narrative games).  

EDIT3: The object should stay as it, but create a named variable called END GAME that can trigger an end game condition so a dialogue can act as an end game trigger.

With the above changes to the objects and the addition of the trap and chest, you cover all the basic pillars of a good micro-RPG: 2–3 location-appropriate enemies, one boss, at least one cool weapon and item, one trap, one secondary location, an element of surprise, and some story.

Ideally, you should also have one resource to dump into upgrades, so think about implementing money and traders as a resource drop and mechanic; however, you can probably skip this if you make skills a binary choice at level up. This way experience becomes the resource you dump into upgrades.


EDIT: Noticed the sign post and speech bubble behave identically- they set a variable and display information. Would make more sense if the speech bubble disappears after it's interacted with. Otherwise it just hangs there.

EDIT2: After playing some more with the engine I realized  I was wrong on some points, so i crossed some things out.

EDIT3: After doing some more thinking about game mechanics(yeah I do that a lot) I revised some of my previous suggestions to keep more in line with what I understand as the spirit of the project. Light revisions to text for clarity.

Developer

Your feedback has been one of the best so far for the game engine. I read it as soon as you posted it, but instead of replying, I rushed to implement a few things.

“EDIT3: Already implemented” was directly because of your feedback. I completely agreed with you, naming the skills after RPG classes didn’t make sense, so I changed it just like you suggested. That was your idea, and thank you very much for that!

Since your feedback was so good, I spent several days thinking about the points you raised so I could give a proper response. As you’ve seen, I’ve already implemented some of them in the engine.

The engine evolves faster than I can write devlogs about it, so things are constantly changing.

This comment is mainly to let you know that I’m working hard to apply what you suggested, and I’ll comment on the other points soon.

Thank you very much for everything.

Hey, no problem. Glad I did not scare you off with the wall of text. I have some experience helping create and working with custom small game editors(and engines) so I know how it is. I'll add three more suggestions so I don't waste a perfectly good post ;)
1. Check your new font implementation. Left you a bug report on github, but I have no idea if you're checking that. Right now the font swaps normal for capital letters and vice versa.
2. Think on implementing limited randomness- if you implement containers(chests or something similar), the logical next step is to implement limited loot randomness. Basically have an object with 3-4 empty slots to populate with possible loot and the engine picks at random from those. Leaving one(or more) empty creates a possibly for having an empty chest. 
This can be something that's calculated at game start, as in all chests are populated when you start the game, doesn't have to be done when chest is opened.
3. Think about making it possible to disable the editor menu when exporting a game. While it's nice to have an access to the editor for people who are interested in actually designing something and want to check how things are done, it's useless for people who just want to play a game and makes the game look like a forever work in progress, since the editor is always one click away.

Developer

Thank you very much for such deep and detailed feedback!

Finally, we now have chests in the engine. You can choose exactly which item to place inside a chest, or you can enable an option that makes the chest give a random item to the player.

Chests are a staple of almost every RPG, and they were definitely something the engine was missing until now. I'm very happy to finally have them implemented. Feel free to check them out if you'd like!

I'll continue investigating the other points and ideas you've raised. Thanks again for all the valuable feedback.

Ok, just checked the chest implementation. It's good, but it can be better. Here's how:
Put a switch on the chest to choose whether the chest is locked or unlocked by default. If it's unlocked it works the exact same way as it does now. If it's locked it works similar to the trap- you have a dropdown to link it to a variable that's unlocking it. This will allow for a huge amount of gameplay options, like unlocking a chest after a dialogue, after a lever pull, after a puzzle or after an enemy death.
Another thing you might want to change is how the random item chest works. From a design standpoint it's very rare to use a truly random item drop, especially in the small scope games you can design with your engine. What would be very useful  is some limited randomness, as in a chest that gives a random weapon(one of the swords), a random armor(either armor or boots) or random consumable(key, scroll, potion). This way the designer still has control over the type of loot you get(for example a weapon), but you keep the element of surprise. 
Implement these things and a way to trigger ан end game state through dialogue and you'll have everything you really need.
On a totally unrelated topic, I love the trap implementation. Now this works great!
Keep up the good work!

(1 edit) (+1)

Hello! I've made 2 games so far with TRS and it's such a great engine, and I have thought of some things that would make it even better.

1. It would be cool if we could change the stats both for weapons and for monsters & bosses (damage, life, etc)

2. Maybe a bigger map? I get the point of the engine is to be minimalistic but it would be great if it was maybe 4x4 or 5x5

3. It would also be cool if we could create our own custom tiles on top of those who already exist. You could create a new tile and then for its properties, you could implement a "mimic" system. So if I want to do a tile that works like lava but it's blue lava (and you need bothe, blue and red for some reason) you just create the tile and you tell it to mimic lava. 

Hope it helps! :D

(EDIT) 

4. There's a bug where sometimes, when going up a level your sword disappears. It would be great if you fixed it :)

Developer(+1)

Thanks for spotting and reporting this.

  I fixed it now. The sword was not actually being lost, but during some level-up screens the game was hiding the inventory bar, so it looked like the sword had disappeared. The inventory now stays visible during that level-up choice screen, so your equipped sword should no longer seem to vanish.

  Really appreciate you catching this.

Well, i've been testing it and it still occurs. Also, it seems the sword actually disappears, as in the final boss of my game (Adventure of Ink) the player can collect a golden sword before the fight, but if they gain some xp before the boss, the sword dissapears and the player does only 1 damage.

Developer

I had fixed the bug, but the deployment failed and I didn't notice it. I've deployed it again!

Sorry for the inconvenience, and thank you very much for your time and attention.

I think it should work now, my friend! 😊

Thank you very much!

Developer

Hello again, my friend!

There is another possibility besides all of that.

The swords have durability, and they gradually wear down as you use them. Eventually, they can break completely, leaving you without a sword at all.

That might have been what happened as well.

Oooooh... I didn't knew that! It would be cool if that was more explicitely told in the editor, and it would also be cool if we could disable that option (just like the skills). :)

Developer

Now the engine displays item details in this description modal.

For the swords, I added:

"Collectible steel sword: when equipped, increases the player's attack damage (the strongest weapon). Breaks after a few hits."

But you gave an excellent suggestion about making weapon durability optional. That could be implemented as a simple checkbox.

Yeah, that's what I thought! Thank you very much!

Developer

Thank you very much for your feedback, my friend!

It's amazing that you've already created two games with the engine. I'm really happy to hear you're enjoying using it. You're already one of the users who has created the most games with the tool!

Regarding changing weapon and monster stats, that's a natural evolution and it definitely makes sense. I just need to be careful because modifying things that are currently hardcoded defaults is a bit complex and could increase the size of the shared game URL.

A lot of people ask for larger maps. The small map size is intentional because it encourages creating small, fast-to-make games, which works really well for game jams. That said, I do think it would make sense to add support for user-defined map sizes for power users of the engine, while keeping the current small size as the default for most people.

As for adding new tiles, that's actually a very good idea. It's a bit more challenging to implement, but I'll definitely take a closer look at it.

Thank you again for the feedback! I really appreciate it.

(+1)

Thanks for reading it!!

(EDIT) 5. Smooth movement: instead of tile-by-tile movement, it would be cool if the player just slided.

6. As VM81 pointed out, we need enemy rename.

Bardzo fajnym pomysłem są palety inspirowane klasycznimi konsolami ( i nie tylko ). Szkoda tylko, że brakuje wśród nich ZX Spectrum. 

Developer

Thank you! I don't actually know the language you used, so I had to rely on a translation. The translation I got was something like: "The palette inspired by classic consoles is a great idea, but it's a shame that the ZX Spectrum palette is missing."

If that's correct, I completely agree! A ZX Spectrum-inspired palette would be a fantastic addition, and I'll add it to my list of ideas for future updates. 

I speak Polish. I prefer to write in my native language, but if you wish, I can write in English (using Google Translate).


Gratuluję zrobienia świetnego narzędzia! Zrobiłem z Twoim silnikiem świetną grę ( najprawdopodobniej dzisiaj premiera ). Samą grę zrobiłem w 30 minut, ale potem przechodziłem ją i zmieniałem przez 1h, bo bardzo trudno było odnaleźć balans, raz za łatwo, a raz za truno.

Developer

That's fantastic! It's funny how things work. I'm Brazilian and speak Portuguese, but here I am writing in English too, haha!

Thank you so much for your feedback! Please share the link to your game here. I'd love to play it, give you some feedback, and share it with others!

About balancing the game, do you think there's anything I could add to the engine to make that process easier for you? Any feedback is welcome, so feel free to share your thoughts and suggestions!

(3 edits)

Link do gry: https://fire-frog-ff-studio.itch.io/siemowit

Jest to moja pierwsza gra na tym silniku, więc "jest w stanie takim, jakim jest". Według mnie to moja 2. najlepsza gra. Na twoje narzędzie natrafiłem dzięki temu świetnemu projektowi: https://haroldo-ok.itch.io/tiny-rpg-studio-sms

Jeżeli chodzi o balans to wpadłem na pomysł, żeby był suwak, który służyłby do automatycznego podwyższania/obniżania poziomu trudności ( jednym suwakiem możesz zmienić kilka zmiennych np. liczbę żyć i obrażeń wrogów czy liczby XP itp. ).

Jeżeli gra Ci się spodoba, byłoby mi miło jeśli udostępniłbyś link do niej innym osobom. Chętnie też wysłucham twoich propozycji zmian. Ja chciałbym w mojej grze dodać muzykę i alternatywne dialogi.

(4 edits)

There's now 37 Games made with TRS! Thanks, Fire Frog FF Studio! By the way, your "Slider" idea (for variables, hp, etc, to balance the game) is just an idea, right? (Since you never programmed it into your game).

Now I must address the First BUG issue that I posted in the topic I previously made, then I have some feedback.

So: I see what you did there, Diguifi Studios (*wink*). You just removed your final gate (magic door) to solve the problem. The Variables BUG Still Persists for JeanCarls' Tiny RPG Test as well as a few of my own WIPs (I can't speak for the other 35 TRS Games, as I've not played all of them yet).

This tells me that some games remain that DEFY Andre N. Darcie's Almost-Fully-Fixed BUG Fix, which is amazing to me, as I can't fathom how TRS' two Devs aren't able to nail it down! I'll just assume that the only way to "Fix" the affected games is to Re-Make them from scratch and see if enabling a prior variable still permanently re-enables it, since even the Devs have no real way to fix the issue.

It would be nice to have the temporary top screen moving down for a few seconds fixed when entering a different screen too!

Lastly, for more constructive feedback, I'll just say that the main thing I've been wondering (amongst other users' great suggestions!) is: having only 1 armor that prevents ALL Damage is unrealistic. There should be at least 3 different types which should reduce (NOT avoid) damage, just like the 3 swords. Also, I know the altering Swords-Monster Stats update is coming, but it should be applied to the armors as well. Finally, swords shouldn't have a defense stat, as it too is unrealistic. Let them just do their damage after a few hits and then break.

PS: I have a neat idea for how to water-walk instead of lava-walk when you raise a level to get that skill/spell, as well as how to make walkable tiles of a different unwalkable tile, but I'll keep those to myself for now (I figure smart users probably already have an idea).

Thanks so much for listening and doing a great job improving the engine!

(2 edits)

Nie za bardzo zrozumiałem Twoją wypowiedź. Co masz na myśli mówiąc o Błędzie? Czy ten bląd występuję w mojej grze? Czy Ty mówisz co ja mam dodać,  czy co mam dodać Autor Silnika? Może to wina tłumaczenia?


Fajnie jakby została stworzona kolekcja, w której są wszystkie gry zrobione w Tiny RPG Studio. Możnaby stworzyć nowy temat na forum gry, w którym ludzie wysyłaliby link do swojej gry, a inna osoba np. Autor Silnika dodawała ich grę do kolekcji.


PS: Suwak to tylko pomysł na rozwój silnika. Ze zbrojami i mieczami to masz dosyć dobry pomysł.

Andre Darcie said that he fixed it (read my topic on: A Very Annoying Issue!), but it STILL Persists in a few TRS Games (eg. Tiny RPG Test, and a few of my own WIPs). The only way to know if your game has it is to beat the game, then replay it, but from what I could tell, your game's like the majority (it doesn't have the BUG).

Yes, I thought your Slider idea was just a suggestion, from how Andre replied it.

Yup, Andre has listed most of the games in his Milestone 30 Games thread, but there's now 37 TRS Games, so I agree that it'd be nice to have a list (even though I have them all bookmarked, so), just so everyone can find them all in one place. 29 of them are listed in the Editor itself ("Explore"), and of course, there's the two Game Jams (though some are hidden or deleted, as I noted in one of my previous posts).

(1 edit)

Czy mógłbyś sprawdzić czy w mojej grze występuje ten błąd? Sam zrobiłbym taką kolekcję z grami zrobionymi w TRS, ale to wielka praca i odpowiedzialność. 

Developer (3 edits)

Hi Gamer735! I’m not really following the full thread, so I’m not really aware of which bug is being discussed, but I noticed you said
“I’ll just assume that the only way to “Fix” the affected games is to Re-Make them from scratch”.

Just to clarify, all builds prior to any bug fix will remain with the bug, builds don’t just “update” to the latest version of the engine automatically (just like any other game engine, like Godot, Unity, Unreal, RPG Maker, etc). You do have to generate a new build from the updated engine page.

But to do so, there’s no need to re-make a game from scratch, all of our updates to the engine are backwards compatible, so you can import your old build and voila! It will run normally in the updated engine and you can just export it again and this time it should be bug-free.
image.png

(+1)

Thanks! Good to know it :)

(7 edits)

With the utmost respect, I'm well-aware that no programs or apps just update by themselves, as it requires user interaction, made even easier by using a Linux OS (programs are all updated when you update your system, unless you have some that need their own updates, like the Solarus engine [makes TLOZ: ALTTP games], or OHRRPGCE [makes DOS-like RPGs, but can do platformers, etc], or Luanti [formerly- MineTest]) or Chromebook (programs and apps), BUT:

- since I've only been using Online (Browser) Engines about maybe the past couple years or so (Squiffy, Twine, Bitsy, Bipsi, Mosi, Bitsy Color, Bitsy HD, Bitsy 3D, BC3D, and more-recent ones I found: nswe Engine, WhimTale, WareWare, TRS, and ones like: TTRPGs, PICO-8, GB Studio, OOlite...), I thought that (due to HTML5, etc) Online Engines DID update themselves?! Maybe where TRS is PROGRAMMED by Andre and yourself, you can't get the update thing working like some other OEs do, since you say that you must generate a new build.

Also, respectfully, I know how to import-export, and I actually DID Import the few TRS Games with the BUG (yours is now scratched, since you removed the end- boss gate, which I mentioned in my other post): Tiny RPG Test, and a few of my WIPs with the Restart Game BUG Still occurring, BUT I Never Tried Exporting them, so I'll do that shortly to see IF it works! (I assume the Newest TRS Build is STILL v1.3.3? That's the one I've been using since v1.2.8.) I'll post back if it did...

EDIT: Well, I have Good News and Bad News. Andre's FIX does indeed work if you Export your Game (eg. in the case of your Tutorial, it removes the end-boss gate). But the BAD NEWS: it's just a BAND-AID, because when I re-add the gate (magic door) and turn my previous Variable back on, you guessed it (again!): That Very Same Variable is STILL turned ON! (If it helps, it's Variable #9 for end-gate and end-boss.)

For that reason, I Still stand by what I previously posted about the BUG (it's Still Technically NOT Fixed). Maybe Andre or you could take a better look in your code to see what's causing it because it's Still NOT nailed! It's disheartening for me because it effectively removes 1 (out of the updated 16 [from 9]) Variables that I can use in a TRS WIP Game of mine, since it'll ALWAYS be PERMANENTLY turned ON! (Perhaps my idea of Re-Making the game from scratch is the ONLY Actual FULL Fix? I'll have to try it and get back to you here, once I have the time!!)

Lastly, because I know you (Diego on YouTube. I Sub'd you) and Andre are very busy with life, besides improving TRS, I'll make a list in a new thread with all 37 TRS Games made so far just as soon as I (once again) get the time!!

In closing, please FIX the Rooms Glitch I posted before! Thanks for your post, it, along with all of us asking questions, will go a long way in keeping TRS active, maintained, updated, and ever-evolving! :D

(1 edit)

I made a list of ALL 38 TRS Games earlier!

I've still not played all of 'em, so I can't post more about the "Restart Game BUG" (besides the 2 main ones I'd said of before) until I do that. 

I've also still not tried re-making Tiny RPG Test from scratch, so I can't post about that yet either.

Just noticed since only about 11:20 p.m. here (10 minutes ago) the NEW "UPDATES" Button in the Editor, detailing what-all has been added. Great job!

Lastly, still no word on the Temporary Rooms Screen GLITCH, so I'll assume that you've still not found a way to fix it (or the RG BUG).

Zrobiłem krótki poradnik na YouTube jak zrobić magiczne drzwi otwierane po dialogu z NPC. Link: https://youtu.be/YrG0_IvPOqA?is=inUmnwqLmJ4OstTV

Nice! I Liked and Subscribed.

Dziękuję! Cieszę się, że Ci się podoba!