Hi! There will be best rated games, everyone who submits a game will be able to rate everyone else’s games, and in the end we’ll have winners for all categories! (no prize tho, just fun xD)
Diguifi Studios
Creator of
Recent community posts
Hi, thank you so much!
- That brown thing is actually a sign. From the pixel art alone is kinda hard to tell xD, thankfully, you can edit every sprite of the game. To enter the cave you must actually go this way:

- Basically if you approach an enemy and touch it, means you hit first and they lose a square, if enemies touch you first, you lose health first.
From that contact, a turn based real time combat begins: the squares are the health of the enemy and also how many times it can hit you before dying.
and thats basically it.
if you wanna go further:
- enemies health is also how powerful they are (how much they’ll damage you per turn), and that’s:
>their life/3- so enemies with 1, 2 or 3 health will deal 1 damage per turn
- enemies with 4, 5 or 6 health will deal 2 damage per turn
- and enemies with 7, 8 damage will deal 3 damage per turn
- finally: you can hit an enemy from the back, skipping their next turn (which instantly kills rats, cause they only have 1 turn). To do it, just look the way they’re moving, and hit them from the oposite side.
Final tip: click “open studio” to mess around with the tutorial inside TRS editor! Have fun!
New to game development? Love RPGs or cozy exploration games?
Then you’ll love Tiny RPG Studio — a simple, fun, and beginner-friendly game engine created by me, Diguifi Studios and my friend AndreDarcie.
And what better way to start creating than by joining a game jam built specifically for it?
To celebrate 3,000+ views and 30+ games created with Tiny RPG Studio, we’re excited to announce the 3rd Tiny RPG Jam!
Whether it’s your first game or your fiftieth, we’d love to see what you create.
Done my friend! Changed the title of the thread. Also, the collection you created is an amazing idea aswell.
Creating games and using the engine is important, but documenting history and projects created is super important. Honestly, you’re an amazing member of the TRS community.
Bro the cover arts are so good.
About the map size, we’re currently struggling with some features and trying to get the engine smooth as butter before considering big changes, but we do think about enlarging the map. But me and Andre we also value constraints. They usually flourish into creativity, but I see the point that a map too small might be capping big projects such as this amazing demake series.
This is actually insane, you’re doing lords work by documenting this, crazy to think some games almost became lost media already.
This is super important not only for history tracking, but also to solidify the fact that TRS is a serious engine, with a serious quantity of games and a florescent community.
Also, Did you know we are trying to get to Engines Page but for some reason itch is ignoring us? From your data, we already have more games than 3 engines listed there!
Keep up this amazing work!
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.

























