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André N. Darcie

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A member registered May 20, 2019 · View creator page →

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When I started Tiny RPG Studio, I never imagined that a small hobby project would reach players and creators across the globe.

Today, according to the latest analytics, TRS has reached **every inhabited continent on Earth**! The engine has already been used by people from **Brazil, the United States, Argentina, Spain, Poland, Italy, France, the United Kingdom, the Netherlands, Iceland, Bulgaria, Bangladesh, Indonesia, Pakistan, Libya, Nigeria, and New Zealand**.

To everyone who downloaded it, made a game, shared feedback, translated it, or simply told a friend about it: **thank you**. Every single one of you helped make this possible.

Tiny RPG Studio is no longer just my project—it's a community project. ❤️

Here's to many more games, many more languages, and many more creators from every corner of the world!

(1 edit)

Thank you! That really means a lot to me. 😊

Actually, according to my analytics, TRS has already reached people from almost every inhabited continent. Besides Brazil, I've had active users from the United States, Spain, Poland, Italy, France, the United Kingdom, the Netherlands, Iceland, Argentina, Bangladesh, Indonesia, Pakistan, Libya, and Nigeria. There was even a visitor from New Zealand!

So it looks like TRS has now reached every inhabited continent on Earth: South America, North America, Europe, Asia, Africa, and Oceania. That's honestly something I never imagined when I started this little project. 😄

And yes, I completely agree about adding more languages. The more people who can use TRS in their native language, the easier it becomes for them to create games. That's why I've been gradually translating the engine, and I definitely want to support even more languages in the future.

I'm really happy that you took the time to read it, especially such a long post about such a tiny engine haha.

I decided to make it that long because I wanted to tell the whole story, with all the little details—things that even I might forget in the future. It's meant to be a record of the journey. Ten years from now, I want to come back, read it again, and feel nostalgic. I know it's not the most accessible read because of its length, so the fact that you actually read it means a lot to me. Thank you so much for that, and thank you as well for all of your contributions to the engine.

By the way, what's your background? Are you a programmer too? What part of the world are you from? Diego and I are both Brazilian, so we speak Portuguese, but here on itch.io I translate everything into English.

I'm also excited about the engines you mentioned. I'll definitely check them out—combining Twine and Bitsy sounds like a brilliant idea.

That's a really good idea!

Regarding the current room limit in the engine, it was much more of a design decision than a technical one. I actually think it would be relatively easy to increase the maximum number of rooms. It would mostly require a few adjustments to the engine's configuration.

The reason it still works this way is because I want both creating and playing games to be fast. For example, I can make an entire game in just a few minutes on my phone while riding the subway home. If I increase the number of rooms, I'll naturally feel the need to fill them with more content, which makes development take longer.

The same philosophy applies to players. Someone with very little free time can pick up a Tiny game knowing they'll be able to finish it and experience everything it has to offer in just a few minutes.

Since people don't have much free time these days, that's been my design philosophy from the beginning.

The game jam also showed us something really encouraging: people are already creating games that feel much bigger than they actually are, even with the current room limit. That made me even more confident in this approach.

That said, it's definitely something to think about. If the community genuinely feels that larger worlds are needed, it's absolutely something we can develop in the future.

This is the story of how I created Tiny RPG Studio: a small engine for simple RPGs, built to help people make their first games without needing to program.

At its core, it came from an idea that took me years to understand clearly: sometimes the best tool is not the one that lets you do everything, but the one that gives you just enough limits to finally finish something.

## Childhood, RPG Maker, and the Static World

When I was a child, my aunt gave me a PC with Windows XP. I still did not have internet access, but I explored that computer as if it were the most interesting and exciting thing I could possibly have.

I used to ask people to download games for me. Once, I bought a rewritable CD and went to a friend's house because he had internet. He opened Baixaki, and we started looking for programs he could download so I could burn them to the CD and install them on my computer later.

I remember once telling my cousin: "the internet is magic, I can download anything, learn about anything, and one day, when I have it, no one will stop me."

While browsing Baixaki, a Brazilian download site, I saw a category that caught my attention: "game creators." At the time, I was already addicted to PlayStation 1, playing Resident Evil and Silent Hill, so the idea that I could create my own games felt insane.

I downloaded things like Engine 001 and RPG Maker.

RPG Maker was incredible because it already came with ready-made sprites, an RTP package with characters, maps, objects, and amazing pixel art. I did not know pixel art, so that whole visual side was already partly solved for me.

I quickly learned how to build visually interesting maps with sprites, place NPCs in the world, and write dialogue for them. At that point, I really had my first game, and that felt like an unprecedented idea.

I remember telling a cousin: "I found a different kind of game, where you create games inside it." In other words, I did not really understand the concept of a game engine yet.

Eventually, I reached a point where I had created that world, but everything was static: the scenery, the NPCs, the monsters, even the story. Everything existed, but nothing could change.

I wanted to do something simple and even a bit cliche: a king in his castle would ask me to kill a dragon that was terrorizing the village. So I would go there, defeat the dragon, and come back to talk to the king.

But the king did not know I had done it.

And I asked myself: how could I solve this?

Searching through forums and tutorials on Google, I found something called "Switches." They could have two states: ON and OFF.

So when I defeated the dragon, I would turn the Switch ON. When I returned to the king, he had his default dialogue, but he also had an alternate dialogue if the Switch was ON. Something like: "You killed the dragon and saved the village."

I did not know exactly what I was doing, but it worked. So I started creating switches for all kinds of things, even to check whether it was day or night in the game world.

## Discovering Programming

Much later, I started a technical IT program, a two-year course I took alongside high school. I wanted to learn programming.

That had a big impact on me because, at that point, the computer meant everything to me, but I was still just a passive user, using things created by other people. The idea that I could become a programmer and create things from my own ideas, for other people to use, felt surreal.

In the first programming logic classes, the teacher explained what a conditional is, what an IF is: if yes, do this; otherwise, do that.

Before that, instructions felt like a fixed sequence, like a recipe. But then something new appeared: a branch in the flow. A condition.

And I had a huge epiphany.

That Switch from RPG Maker was exactly the conditional I had been using to change the king's dialogue. So, in a weird way, I already knew programming long before I knew that I knew programming.

I even remember writing some code and asking the teacher what he thought. He said: "Everyone, this is interesting. He did it differently from how I taught it, but it will also work. This shows that there are many ways to write code."

Aside from art class in elementary school, that was the second time in my life I started getting praised in class. It happened in programming class, not because I was great at math or logic, but because I had already learned all of that from RPG Maker.

## Bitsy and the Value of Limitations

Then came a big time jump. I had already graduated in computer science, was working my first job as a programmer, and was creating small game projects with plain code, now in JavaScript. I also knew how to make games in Unity with C#.

Through those projects, I discovered itch.io, which is huge, and found tools like Twine, for creating text games with choices; PICO-8, a fantasy console for making retro minigames; and Bitsy, a tiny engine for creating narrative games with three colors and simple pixel art.

Bitsy gave me another epiphany.

I used to think that creating a game engine like Unity or Unreal was an absurd idea. My role was to be a high-level application developer. I do not consider myself a programming genius like Linus Torvalds with the Linux kernel, so learning low-level GPU programming just to consider creating an engine felt way too distant.

But I had never stopped to think about creating a high-level engine in JavaScript, using Canvas, where all the low-level details could be ignored. The focus could be something else: creating an accessible tool, easy to use, and capable of running even on a phone.

An engine that is simpler to build and also simpler for people to make games with. No need to know programming. No need to take courses or watch tutorials just to build something basic.

I immediately thought: "I wish I were the person who created Bitsy, because that idea is absurdly brilliant."

Instead of competing with RPG Maker, Godot, or Unity by trying to offer more features, more performance, and more tutorials, Bitsy goes in the opposite direction. It serves the needs those tools do not serve as well: accessibility, simplicity, and a very low barrier to entry.

One of the best games I ever created was Zero to One, made in Bitsy for a game jam called One Room.

It was the best game I had created precisely because I never managed to finish my more ambitious games, the ones with long scripts, lore, worlds, systems, and brilliant ideas.

I am very bad at creating something with a limited scope. I define a scope and immediately want to expand it with incredible ideas that appear all the time. I take a shower and come back with five more ideas for the game. That makes the game impossible to finish. After a few months, I give up and already want to make another game that feels even more brilliant.

But Bitsy does not let that happen so easily. It is limited by default. You are forced to reduce the scope and tell a direct story there.

So I wrote a simple script, created three scenes, finished the game, and released it within the limited time of the game jam.

In other words, all my problems were solved there: I finally had a solid little game released online.

Bitsy stands alongside major engines in terms of the number of games created precisely because it is easy and fast to make something and release it. Without a doubt, it helped people who had never thought about creating games actually create games.

## Taking a Break from Game Dev

After years of making games, after creating paid games and taking Godot courses, after deciding that my biggest life goal was to release a game on Steam, I gave up on game dev.

Imagine spending every night for a year creating a game, putting effort and work into it, and in the end, after a year and a half, having only the beginning of a game. The art was not ready, the gameplay was not smooth enough, and the puzzles were not good.

Once again, I had been too ambitious and could not finish my game.

After that, I thought: how many games are released on Steam? On itch.io, how many brilliant games appear every day? Does the world need more games? Or does it specifically need my games?

The work, bureaucracy, and frustration you need to go through just to make a simple game are heavy. That is why I completely gave up on it for a while.

## Returning with AI

The arrival of AI had a major impact on programming. I started using ChatGPT to help me create C# classes, write SQL queries for work, and solve project errors.

You know that annoying error you have no idea how to solve? Before, I would go to Google, read several forums and posts, then go to Stack Overflow, find nothing, think about asking a question, and already imagine getting torn apart in the replies.

That summed up my experience as a programmer pretty well: moments of joy and moments of frustration.

Then I started copying the entire error message and sending it to ChatGPT. It gave specific and useful solutions. I would go back, apply them, and solve the issue. It was rudimentary, but it worked.

Over time, I began to realize that many errors could be solved in record time. When a coworker asked me for help, I would send their error to ChatGPT and solve it in minutes. Sometimes they had spent the entire day stuck on it.

They would say: "wow, you solved my error that fast? I lost the whole day on this, you really are a programming genius." I would laugh and say: "I sent it to the chat."

After a while, everyone started doing the same thing and no one asked me for help anymore.

I became excited about the potential of AI to remove the frustrating part I never liked and let me focus on the part where I could be better: being creative, having ideas, and giving direction.

When GPT-5 came out, I started creating small web games with HTML, JS, and CSS directly through chat. This was in 2025. I found it fascinating and applied the same philosophy of small projects: creating minigames and short stories.

I had the idea of creating a mini-RPG using Canvas, based on my previous projects. It quickly created something playable, and then I thought: now we need a small editor for this, so I can actually create this game properly.

And it did.

It was a small MVP, made with a one-shot prompt, but it turned out well and, surprisingly, it worked.

I left the project aside for a while, until I realized that, for it to become something real, I needed to take it out of the chat, put it in an editor like VS Code, and start working on it properly.

At the time, everyone was talking about Cursor, a fork of VS Code focused on working with AI. I downloaded it, got the free version with some credits, and put the project there. It started evolving brutally fast.

I showed the project to Diego and he doubted it: "I want to see if this is really working." It looked magical and had been made too quickly.

But when I tried to add something new, the project broke badly. I kept asking the AI to fix it, tried several prompts, and nothing worked. Since the code had been generated by AI, I also did not understand everything, and fixing it alone would take a lot of time.

At the time, I thought: "I hit the limit of AI here."

Then tools like Claude Code and Codex arrived, with agents better prepared to work on code projects. When I saw that Codex was available for ChatGPT subscribers, I came back to the project.

Codex solved the fatal bug, improved a few things, and got the tool ready to launch in just a few days.

We have to consider that I had already given up on game dev. My routine had become that of an adult with no time for unpaid personal projects. Spending nights fixing bugs and debugging was no longer realistic.

So I saw that the most tedious manual work could be handled by AI, while I focused on being creative, having good ideas, expressing myself as an artist, and applying software engineering. That is the reason I came back to game dev and to the community, and why I felt it was worth creating a small game engine.

This project would not exist without the beginning with GPT-5 and the maintenance with Codex.

## Launch, Community, and Engineering

Since the engine was an MVP, a prototype, there was still a lot to polish, improve, and fix.

Diego, who has always played my games and projects, started collaborating a lot. He helped the tool become good enough to launch, not only by testing and finding bugs, but also by helping solve code problems, giving constant feedback, and promoting it through game jams.

I think that made the difference between the engine being seen by someone and being completely forgotten among millions of projects out there.

In the end, promotion is one of the most important parts of a project. As the saying goes, "marketing is the soul of the business." If you create an incredible tool and no one knows it exists, what is the point?

By the end of 2025, the engine had already launched. People were creating games with it, game jams were happening, the community was growing, and I even posted about it on LinkedIn.

Then came the part I value most in the project: applying my knowledge of programming, software engineering, and best practices to turn it into something beyond a prototype.

Until that point, I had mostly been deciding the creative direction and how the features would work. I had not yet thought that much about code and architecture, because it was a simple project made for people who do not have much time.

But with the success of the tool, I decided to apply everything I knew about code. It was fascinating, because I learned things that I took to work, presented in a talk, and used to help other developers: how to build something high-quality with the help of AI agents.

I decided to try Claude Code, paying for it instead of using a free version, because there is no such thing as a free lunch. I made the biggest migration in the history of the project, moving the entire codebase to TypeScript, with aggressive linting, unit tests, functional tests, and a code quality pipeline.

I created an architecture, organized folders and structure, applied SOLID, and started using best practices I had learned from college and from every company I had worked at.

That was when the project became much more robust. If I change something that breaks something else and creates a bug, I find out immediately, because there are tests covering many scenarios.

In that second phase, the engine became a serious project, something people could use and trust. With the game jams hosted by Diego, promotion gained strength, and today we have a very active community using the engine every day.

## The Philosophy of Tiny RPG Studio

The philosophy of Tiny RPG Studio is the same one from the beginning of this post: creating an accessible tool for people who are just starting out.

I created a game in RPG Maker, used boolean variables, used Switches, and it was so easy that I did not even know it could already be considered programming.

The sprites already existed. I did not need to know pixel art or programming. Even so, I was able to create stories and adventures.

Now I have reached a point in life where I can create my own engine for other people to use. Maybe it will be their RPG Maker. Maybe it will be the first engine of their lives. Maybe it will be where they create the first game they actually finish.

I would never try to create an RPG Maker competitor, the same thing but better. That would be impossible. But I could take the minimalist philosophy of Bitsy and create something in that direction.

In the end, creativity is also about building on solid and brilliant things other people made before you, standing on the shoulders of giants, and then adding your own special touch.

I feel that Tiny RPG Studio is something new because it is absurdly simple to use.

You do not need even the bare minimum of pixel art, programming, or knowledge of how to create a scene with a teleport event from one place to another.

The game world is fixed, limited, and already interconnected, like a tiny open world. Even that comes built in.

The interface is simple and intuitive even on a phone, because the project was born mobile-first. And because I still think generating an HTML build, downloading it, and hosting it is too much work, the engine focuses more on generating a URL.

You create your game, generate a URL, and send it to your friends. The URL already contains the entire game. There is nothing else to download.

I cannot imagine a simpler way to create a mini-RPG, and I feel very proud of this project.

In the end, Tiny RPG Studio was born from this cycle: discovering games, discovering programming, giving up on projects that were too big, and coming back with a tool small enough to actually exist.

If it helps someone create the first game of their life, then it was already worth it.

Amazing game!!

Dziękuję bardzo za miłe słowa! To dla mnie prawdziwy zaszczyt mieć Twoją grę w sekcji EXPLORE. Cieszę się, że tworzysz Siemowit 2 i nie mogę się doczekać premiery. Dziękuję za wspieranie Tiny RPG Studio i życzę powodzenia przy tworzeniu gry!

English:

Thank you very much for your kind words! It's truly an honor for me to have your game featured in the EXPLORE section. I'm excited to hear that you're working on Siemowit 2, and I can't wait to play it when it releases. Thank you for supporting Tiny RPG Studio, and I wish you the best of luck with development! 🎮💛

Hey, thank you so much for this. Honestly, this is one of the most useful bug reports I've gotten. You clearly spent real time testing, and several of these turned out to be genuine bugs I was able to track down and fix. Huge thanks.

  Here's where things landed:

  Fixed:

  - The "Unable to Generate the Game URL" popup. That error was misleading. The link was actually being generated fine; itch.io was just blocking the auto copy to clipboard. The scary popup is gone now, and the URL is placed in the field ready for you to copy manually.

  - Custom sprites not saving. There was a real bug that could corrupt custom artwork when saving or sharing. Fixed.

  - Saving and reloading resetting to default. The big one. Saving and then reloading could wipe your game back to the default. Reloading now restores your last saved project instead of starting over. This also explains why your renamed skills and title/author "weren't saving", the whole game was reverting, not just those fields.

  - Level-Up skill descriptions being unreadable. They were getting squeezed and cut off with "...". They now use the full card space.

  - A crash when loading a malformed room that I found along the way.

  Not changed (yet):

  - The screen shifting down for a couple seconds when changing rooms. I couldn't reproduce this from the code. If you can tell me which direction you were moving, whether it's on desktop or mobile, and whether it happens inside the itch player or on the standalone page, that would help a lot.

  - The armor making you nearly invincible / adding 3 armors. You're right that the current armor is very strong. That one is a balance and design change rather than a straight bug fix, so I'm thinking it through before I touch it.

  Turned out not to be bugs:

  - The Restart Game bug was already fixed in the current editor, which is why imported games into Explore don't have it.

  I also added a small bonus: if a game ever gets big enough that a share link might break, you'll now get a heads up to use Export (HTML) instead. For perspective, the largest game currently in Explore only uses about 44% of that limit, so normal games won't ever hit it.

  Thanks again, seriously. Reports like this make the tool better for everyone.

Hey Gamer735, huge thanks for compiling this list! 🙌 Putting all 38 TRS games together in one thread is genuinely super helpful, and it's the reason I was able to go find the ones that were still missing.

Thanks to your list, I just added the following games to the EXPLORE tab, so they're now playable directly inside the editor (no need to leave the page):

  - Tiny RPG Test — jeancarls

  - Tiny RPG Studio Tutorial — Diguifi Studios

  - Null — André N. Darcie

  - The Legend of Elda — Luisworks Studios

  - The Adventure of Ink — Luisworks Studios

  - Ink's Awakening — Luisworks Studios

  - An Ink to the Past — Luisworks Studios

  - Siemowit — Fire Frog FF Studio

  That's 8 new games added — the EXPLORE tab is now up to 37 titles total. 🎉

  The only one I couldn't include was Serving Time by VeryLikely, since it's hidden and there's no public link to pull the game from. If it ever goes public (or someone can share the game URL), I'll add it right away.

Seriously, thank you again Gamer735 for keeping track of the whole TRS collection, it makes a real difference. 💛

You can create simple quests using color variables. These variables are **global** and can be either **ON** or **OFF**.

Example:

1. An NPC asks you to activate a water pump.

2. The player finds a lever and activates it. The lever turns the **Red** variable ON.

3. Back at the village, another NPC checks if **Red** is ON:

   * If it is ON, the NPC thanks the player and gives a reward.

   * If it is OFF, the NPC reminds the player to activate the pump.

In Tiny RPG Studio, quests are usually built by combining NPC dialogues and the global color variables to track the player's progress.

This ranking is getting intense, my friend! Everyone wants to become a statue in the city! 

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.

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!

Thank you so much!

It really means a lot to hear that. I'm very happy that you're enjoying the game and taking the time to play it.

Your feedback is incredibly valuable and helps make the project better. If you have any ideas, suggestions, or run into any issues, please let me know.

Thanks again for playing, and I hope you continue having fun with it! 

That's right, my friend!

The game is built entirely with the Three.js library, without using any specific game engine. It doesn't rely on pre-made models; instead, it generates and renders 3D objects directly through the library. The whole project is written in JavaScript.

If you have any questions, just let me know! And of course, any feedback is always welcome!

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.

Thank you so much! I'm really happy you're enjoying it.

Honestly, without all your testing and feedback, the project would be nowhere near what it is today. It would probably just be a collection of lag, bugs, and half-finished features! Every bug report, suggestion, and playtest helps make the game better and more fun for everyone.

I really appreciate the time you've spent testing it, and I'm excited to keep adding new features and improving the project. Thanks for being part of the journey!

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 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 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.

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.

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.

This is the most successful project I've ever been involved with in my entire life, and I'm eternally grateful for all of it.

Just a quick question:

When I defeated the final boss, the magic door didn't open afterward. I checked the game in the editor and noticed that the boss doesn't seem to have a variable linked to it. Was that something that got forgotten during development, or did I run into some kind of bug?

I assigned a variable to the boss on my end, and it seems to have worked as expected after that.

If you need any help with Tiny RPG Studio or anything else, just let me know, my friend!

Amazing tribute to the classic first Zelda on the NES!

It's a game I only played in recent years, and I was genuinely surprised by how much quality, freedom, and sense of adventure it offered, especially considering the era it was made in.

Your game captured the spirit of Zelda incredibly well. It was a really enjoyable experience from beginning to end, and I want to congratulate you on creating something so faithful to what made the original special. I hope you keep making more games in the future!

I also found the final boss quite challenging. I had to fully upgrade my character before I could finally beat it, and even then it was still a tough fight! Haha.

By the way, I'm the creator of Tiny RPG Studio. The original Zelda was one of my biggest inspirations when designing the engine, so seeing someone use Tiny RPG to create a game that captures that same spirit makes me incredibly happy.

Thank you for using Tiny RPG Studio, and thank you for creating such a great game with it. If you ever need anything, feel free to reach out. I'd be happy to help!

Hey! 

 Thanks a lot for using TRS and for the super detailed report. You gave the exact steps and symptom, which made it easy to act on. It was the first thing I did this morning, because a variable getting stuck like that can quietly break a whole game.

  Good news: it's fixed. ✅

  In plain terms, your game has two layers:

  -  The blueprint: what you build in the Editor, including each variable's starting state (e.g. "gate #2 = OFF").

  - The playthrough: the live session, where things change as you play.

  The bug: beating the boss wasn't just flipping the variable in your current playthrough. It was also writing "ON" back into the blueprint.

  So your saved default got permanently changed, every new run started with gate #2 already open, and the Editor showed it stuck at "Current State: ON".

  The fix makes beating an enemy affect only the live playthrough. Now:

  - Beating the boss opens gate #2 during that run ✔️ 

  - Your authored blueprint stays untouched ✔️ 

  - Restarting resets the variable to OFF, so it's fully reusable ✔️ 

  I also added automated tests (including one that runs your exact "2 gates + end-boss" scenario end to end) so this can't come back.

  PS: thanks for the heads-up on the games list! Appreciate you tracking those down, and shout-out to Luisworks for The Legend of Elda being  your way into TRS. I'll get the count sorted.

  Thanks again for making the engine better. Happy building!

My very first console was a Sega Mega Drive / Genesis 3. I spent countless hours playing Taz-Mania, Shadow Dancer, Double Dragon, and Top Gear. Those games are some of my earliest gaming memories.

I never owned a Master System, but I've always had a lot of appreciation for it and its place in gaming history. I never imagined that, years later, I would see a project like this. It's honestly surreal to see Tiny RPG Studio generating games for the Master System.

A fun fact is that I learned Assembly programming in college using the Zilog Z80 processor, which is the same CPU used in the Master System. It was an unforgettable experience and one of the things that helped spark my passion for low-level programming.

Seeing this project come to life makes the whole thing feel even more special.

Thank you so much for creating and sharing this!

This is a really cool project. Combining Tiny RPG Studio with SMS-Puzzle-Maker to export Sega Master System ROMs is an awesome idea, and it's impressive that background tiles and player movement are already working.

It's also the first time I've seen someone create a fork of one of my projects and turn it into something this amazing. Seeing Tiny RPG Studio being adapted for Sega Master System ROM generation is honestly incredible and very rewarding.

I appreciate the clear documentation of what works and what still needs to be done. Great work, and thanks for making both the project and source code available to the community. I'm looking forward to seeing future updates! 

This is one of the most creative and ambitious worldbuilding tools I’ve seen on itch.io in a long time.

Quillborn mixes writing, timelines, dynasties, procedural generation, character simulation and interactive maps into one unified experience, and the vision behind it is genuinely impressive.

What I liked most is that it doesn’t feel like a random collection of tools. Everything seems designed to work together to help creators build living worlds that evolve through time.

The project clearly has passion behind it, and the scope is huge in the best possible way.

Amazing update!

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.

Thank you very much for participating and for your comment, your game turned out excellent!

I really liked your pixel art, it looks even better than the engine’s default style hehe.

Honestly, it’s one of the most beautiful games I’ve seen made with the engine, it was definitely worth adding the customization feature!

Feel free to share any feedback!

Thank you very much for participating in both game jams with excellent games.

You’re already one of the most experienced people with the game engine. What did you think about the leap from how it was in the first game jam to the second?

Feel free to share any improvements or feedback. If there’s any feature you think would be interesting to add, or anything that caused frustration, I’d really like to hear it.

Thank you again for participating, my friend. This is what motivates me to keep improving the engine.

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We had a simple dream: make it easy for anyone to create and share a small RPG adventure, no coding experience required. No setup, no installs, just open the browser and start making.

Today, looking at all the games the community has created, I can say with full confidence: it worked.

30 games. 30 unique worlds, stories, puzzles, and characters, all made by different creators using Tiny RPG Studio. Every single one of them proves that the engine is doing its job: getting out of the way so you can make something fun.

Some games are short and sweet. Some are surprisingly deep. Some are hilarious. Some are touching. All of them are real, made by real people who sat down, opened the editor, and shipped something.

That's wild. And it makes me genuinely proud.

🕹️ All 30 Games

Here's every game created so far, go play them all, leave a comment, and show the creators some love!

1. A Medieval Murder by 8BitLlama

   https://8bitllama.itch.io/a-medieval-murder

2. The Worst RPG Ever by QuasiDeificAlpaca

   https://quasideificalpaca.itch.io/the-worst-rpg-ever

3. Nick of Time by SirAlfalot

   https://siralfalot.itch.io/nick-of-time

4. Tiden by Diguifi

   https://diguifi.itch.io/tiden

5. Don't Stand Still by KittyD172

   https://kittyd172.itch.io/dont-stand-still

6. Era's Hero by Mai493

   https://mai493.itch.io/eras-hero

7. Arso vs. the Undead by OwlTears

   https://owltears.itch.io/arso-vs-the-undead

8. Only This by AndréDarcie

   https://andredarcie.itch.io/only-this

9. Save Banandom by GayTreeks

   https://gaytreeks.itch.io/save-banandom

10. Time Quest by ZsoulDev

    https://zsouldev.itch.io/time-quest

11. Captain Gray by DewdropKrux

    https://dewdropkrux.itch.io/captain-gray

12. À Procura by BiaBibiz

    https://biabibiz.itch.io/a-procura

13. The First Lie by APiccoloStorybox

    https://apiccolostorybox.itch.io/the-first-lie

14. Omidas by Scintillians

    https://scintillians.itch.io/omidas

15. Time of Kings by CinnamonBar

    https://cinnamonbar.itch.io/time-of-kings

16. 1 Quick Adventure by Bean Cat Studio

    https://bean-cat-studio.itch.io/1-quick-adventure

17. Not a Worker by Phil Johnson

    https://phil-johnson.itch.io/not-a-worker

18. Technical Support by LazyCoffee

    https://lazyc0ffee.itch.io/technical-support

19. The King's Cake by OwlTears

    https://owltears.itch.io/the-kings-cake

20. Exterminator Quest by PlepGuy

    https://plepguy.itch.io/exterminator-quest

21. Just Do Your Job by LynxCat

    https://lynxcat.itch.io/just-do-your-job

22. New Job at GlobeCo by YouLookNice

    https://youlooknice.itch.io/new-job-at-globeco

23. Job Interview by P3dr1nP3trus

    https://p3dr1np3trus.itch.io/job-interview

24. The Life Outside by Diguifi

    https://diguifi.itch.io/the-life-outside

25. Work Sux by JeanCarls

    https://jeancarls.itch.io/work-sux

26. Fisherman's Kid by Cimahi

    https://cimahi.itch.io/fishermans-kid

27. Late Night Shift by GayTreeks

    https://gaytreeks.itch.io/late-night-shift

28. Murkwood Quest by VM81

    https://vm81.itch.io/murkwood-quest

29. Corrupted Coworker by SelvG

    https://selvg.itch.io/corrupted-coworker

30. Null by AndréDarcie

    https://andredarcie.itch.io/null

💙 Thank You

Seriously, thank you.

Thank you to every single person who picked up Tiny RPG Studio and made something with it. You didn't have to. There are a hundred other engines out there. But you chose this one, figured it out, pushed through the quirks, and shipped a game. That takes courage and creativity, and I appreciate it more than I can put into words.

A special shoutout to OwlTears, GayTreeks, and Diguifi who came back more than once on game jam and kept the energy alive. 

Thank you to everyone who played these games and left kind words. You're the reason creators keep making.

30 games. This is just the beginning.

Can you generate a URL for your game and copy it?

This is the simplest way to save your game without losing any content. You can also share it with anyone.

Please do this so you don’t lose your game.

Then open a new browser, paste the URL, and check if you can export the HTML.

I will investigate the issue.

Thanks for reporting this. I found a likely issue related to an automatic background save that was running after startup, and I’ve adjusted it so it should no longer cause the app to suddenly turn into a white screen.

I also added extra protection so that if that background process fails, it won’t take the whole app down with it.

If you can, please try the next build and let me know if the problem still shows up after a minute or two.

It’s great to see how much the engine evolved since the first jam. The balance between simplicity and new features really stands out in this update.

Looking forward to seeing what people create in the 2nd jam 🔥

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.

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!

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!!