Game Creation & Editor

You have a game in your head. A platformer with tight controls. A tower defense with clever enemy waves. A multiplayer brawler your friends would love.

Your Game Idea Deserves to Exist

You have a game in your head. A platformer with tight controls. A tower defense with clever enemy waves. A multiplayer brawler your friends would love.

But between your idea and a playable game sits a wall of complexity: learning C# or GDScript, setting up a development environment, debugging cryptic error messages, configuring build pipelines. Most aspiring game creators never get past this wall. Their games stay imaginary.

CraftMyGame removes the wall entirely. It is a browser-based game editor where every game system becomes a form you can fill out. Want to change jump height? Move a slider and watch your character jump higher immediately. Want enemies that patrol and chase? Select behaviors from a dropdown. Want multiplayer? Toggle a setting.

Five specialized tabs organize everything: assets, map, gameplay, UI, and settings. Each tab uses intuitive forms and drag-and-drop controls designed for creators, not programmers. Real-time previews show every change instantly. No compilation. No deployment scripts. No terminal commands.

The traditional path: Learn programming (months) → Set up development environment (days) → Write game code (weeks) → Debug errors (endless) → Configure builds (hours) → Test on devices (more hours) → Repeat for every change

The CraftMyGame path: Open your browser → Adjust settings visually → See changes instantly → Share a link to your game

Everything in one place. Nothing to install. Changes happen in real-time. Your first playable prototype can be ready today.

Start From Proven Game Templates

The hardest part of game development is not adding features. It is making everything work together. Physics that feel right. Controls that respond instantly. AI that does not break. Win conditions that trigger correctly. In traditional engines, getting these fundamentals working takes weeks of programming and debugging.

Templates give you all of that on day one.

Platformer Template — Gravity, jump physics, enemy patrol AI, checkpoint respawning, and death handling all pre-configured and tested. The character already runs, jumps, and dies correctly. You focus on designing levels, not debugging physics.

Tower Defense Template — Enemy pathfinding, wave spawning, tower placement, resource economy, and victory conditions ready to go. Enemies already navigate your maze intelligently. You focus on balancing difficulty, not implementing A-star algorithms.

Each template represents hundreds of hours of game programming work already completed. Physics tuned to feel responsive. Controls mapped to work on keyboard, touch, and gamepad. AI behaviors that challenge without cheating. Win and lose conditions that trigger reliably.

You are not starting from zero. You are starting from a complete, working game that you can reshape into your vision.

Build Multi-Layer Worlds Visually

Games like Hollow Knight and Dead Cells have interconnected worlds where each area feels distinct. Backgrounds create atmosphere. Foreground details add depth. Hidden passages reward exploration. Building this kind of world in traditional engines means managing complex layer systems, writing scene transition code, and maintaining consistency across dozens of files.

The Level Designer gives you that same layered approach through a visual interface. Background art, walkable terrain, entity placement, and foreground effects each live on their own layer. Toggle layers on and off. Paint on any layer. See the complete picture or focus on one element at a time.

Zoom out to see your entire game world. Zoom in to place individual tiles. Create as many scenes as your game needs, then connect them with simple links.

Scene types you can create:

Mark any scene as your starting point. When players complete a level or walk through a door, transitions happen automatically. No code required.

  • HubCentral areas that connect to multiple other scenes, perfect for town squares or crossroads
  • LevelAction-focused gameplay areas with enemies and challenges
  • DungeonScenes with unique rules, like underwater physics or darkness mechanics
  • OverworldWorld maps that show progression and let players choose their path
  • Menu and CutsceneUI screens and story moments that pause gameplay

Paint Levels, Don't Program Them

In most game engines, building levels means entering coordinates, calculating tile positions, and manually placing every piece. Creating a simple platform requires knowing that tile 47 goes at position (12, 5) with rotation 0. It feels like filling out forms, not designing a game.

The CraftMyGame level editor works like a drawing program. Click and drag to paint terrain. The level takes shape as you imagine it.

Select Tool — Click any element to select it. Drag to move. Open the properties panel to adjust settings. Rearrange your scene as naturally as moving objects on a desk.

Tile Paint — Select a terrain type and brush it directly onto your level. Paint grass, stone, water, or any tileset you have loaded. Hold and drag to paint large areas quickly.

Smart Autotile — Paint rough shapes and let the system figure out the details. Draw a platform's general outline, and proper corner pieces, edge tiles, and transitions appear automatically. No more manually selecting which corner tile goes where.

Entity Placement — Click to drop characters, enemies, items, collectibles, and trigger zones exactly where you want them. Each entity snaps to the grid for precise alignment.

Grid snapping keeps everything aligned without you counting pixels. You think in terms of grass areas and stone paths, not tile IDs and coordinates. If you have ever used Photoshop or any drawing application, the level editor will feel immediately familiar.

Debug Collisions in Seconds, Not Hours

One of the most frustrating bugs in game development: your character gets stuck on nothing, or walks through walls that should be solid. In traditional engines, collision boundaries are invisible during editing. You discover problems only by playing the game, then hunt through your code trying to figure out which object has the wrong hitbox.

CraftMyGame makes collisions visible while you design. Toggle the collision overlay and every solid boundary glows pink. Platforms, walls, obstacles, enemy hitboxes, and trigger zones all become visible at once.

Spot the problem instantly. A platform edge is one tile too short. A wall has a gap. An enemy's hitbox extends further than its sprite. Fix these issues with a click before any player ever encounters them.

Collision debugging that takes hours in traditional engines takes seconds here.

Define How Players Control Their Characters

Controls can make or break a game. Players abandon games with awkward input schemes within seconds. Building good controls in traditional engines means handling keyboard events, mouse position, touch input, and gamepad axes separately, then unifying them into a coherent system. Supporting mobile means building virtual joystick components and touch handlers from scratch.

CraftMyGame handles all of this through configuration.

Keyboard Controls — Map any key to any action. Spacebar for jump. Left click for attack. Shift for dash. Create control schemes that match player expectations without writing event handlers.

Pointer Input — Enable click-to-move for strategy games, drag controls for puzzle games, or drawing mechanics for creative games. Point and click works naturally across mouse and touch screens.

Mobile Controls — When players open your game on a phone or tablet, virtual joysticks and action buttons appear automatically. The controls adapt to screen size and orientation. Players get native-feeling mobile controls without you writing a single line of touch handling code.

Your game works on desktop, tablet, and phone with the same configuration. Players use whatever device they prefer.

Combat That Feels Satisfying

Combat in professional games feels smooth because dozens of invisible systems work together: hitbox detection, damage calculation, knockback physics, invincibility frames after getting hit, health tracking, death animations, and respawn logic. Building this from scratch takes weeks of programming. Getting it to feel good takes months of iteration.

CraftMyGame provides the complete combat foundation. You focus on the creative decisions.

Define how far attacks reach, how much damage they deal, and what effects trigger on hit. Decide whether enemies get knocked back, stunned, or both. Set how long invincibility lasts after taking damage. The engine handles the frame-perfect hit detection, damage application, and visual feedback.

Build melee brawlers where timing matters. Create ranged shooters with projectile physics. Design hybrid action games with swords and spells. The combat systems adapt to your game type.

You spend your time balancing damage numbers and designing attack patterns, not debugging hitbox collisions.

Define Victory and Defeat

Every game needs to know when players win and when they lose. In traditional engines, you write code that constantly checks game state: Are all enemies dead? Did the timer run out? Has the player collected enough items? Then you write more code to handle what happens next. It sounds simple until you have five different win conditions and three different failure states.

CraftMyGame turns win and lose conditions into configuration. Describe what should happen, and the engine checks automatically.

Completion Patterns — Win when all enemies are defeated. Lose when the timer runs out. Combine conditions with AND/OR logic for complex objectives like "defeat the boss AND collect the treasure" or "survive for 60 seconds OR reach the exit."

End Conditions — Set score thresholds, collection goals, or survival requirements. The game checks these conditions every frame and triggers the appropriate win or lose screen automatically.

Player Death Handling — Choose what happens when a player dies. Respawn at the last checkpoint. Lose one of three lives. Trigger immediate game over. Each behavior is a selection, not code.

Multiplayer Outcomes — Last player standing takes the crown. Highest score after five minutes wins. Teams compete for objectives. The engine tracks every player and determines winners without you writing ranking logic.

Describe what winning and losing mean for your game. The engine handles the rest.

Economy That Players Care About

The games players remember have satisfying progression loops. Collect coins to buy upgrades. Find ingredients to craft better weapons. Manage stamina to survive longer. These systems seem simple on the surface, but implementing them from scratch requires inventory data structures, UI components, persistence logic, and event handling.

CraftMyGame provides complete economic systems ready to configure.

Inventory System — Define item types, equipment slots, stack limits, and storage capacity. Weapons, consumables, quest items, and crafting materials all work automatically. Players collect, organize, and use items through a familiar inventory interface.

Resource System — Create any resource your game needs: gold, health, mana, stamina, hunger, ammunition. Set maximum values and regeneration rates. Trigger events when resources hit thresholds, like spawning enemies when gold reaches 100 or ending the game when health hits zero.

Status Bars — Health bars above enemies. Mana pools next to action buttons. Stamina meters that pulse when low. Players see at a glance what resources they have, without you building custom UI components.

Crafting System — Define recipes that combine items into new ones. Three wood plus two stone equals a hammer. Players discover recipes and combine materials naturally. Survival games, RPGs, and creative builders all need crafting, and now adding it takes minutes instead of weeks.

Collectibles — Place hidden items throughout your world. Track which players have found them. Trigger achievements when all collectibles are discovered. Create 100% completion goals that encourage exploration.

Build the economy that makes your game compelling. Skip the months of programming to implement it.

Stories Without Writing Cutscene Code

The best games tell stories. A mysterious shopkeeper hints at danger ahead. A quest chain leads players through your world. Choices branch into different endings. But implementing dialogue systems and quest tracking in traditional engines means building UI for conversation boxes, writing state machines for quest progress, and managing complex branching logic through code.

CraftMyGame handles narrative through visual configuration.

Dialogue System — Create characters and write their conversations in a visual editor. Add branching choices that lead to different responses. NPCs remember previous conversations. Players click through dialogue naturally, and the system handles text display, choice presentation, and response tracking.

Quest System — Define objectives, track progress, and deliver rewards. Give players goals beyond reaching the exit: collect five gems, defeat the forest guardian, return the artifact to the elder. Track multiple active quests simultaneously. Show progress in the UI automatically.

Every RPG element, from the first town NPC to epic multi-chapter quest chains, becomes visual configuration instead of complex scripts. Write your story. The engine makes it playable.

Enemies That Think

Dumb enemies make games boring. Players want foes that hunt them, navigate around obstacles, and coordinate attacks. But AI programming is notoriously complex. Implementing pathfinding means learning A-star algorithms. Behavior trees require understanding state machines. Most indie developers give up and create enemies that walk in straight lines.

CraftMyGame provides intelligent AI through configuration.

Wave System — Define waves of enemies that spawn in escalating difficulty. Wave one sends three basic enemies. Wave five sends ten with a boss. Tower defense, survival modes, horde games, and arena shooters all use wave spawning. Configure the pattern and watch it run.

Spawn Points — Mark where enemies appear on your map. Randomize spawn positions within zones. Control timing between spawns. Create ambushes that trigger when players enter areas.

Pathfinding — Enable it with a toggle. Enemies automatically navigate around walls, platforms, and obstacles to reach players. They find alternate routes when blocked. They do not walk through walls or get stuck on corners. The sophisticated A-star pathfinding runs automatically once enabled.

Your enemies patrol, chase, navigate, and attack in coordinated waves. Players face intelligent opposition. You never write a line of AI code.

Competition and Progression

Leaderboards transform solo experiences into social competition. Players who finish your game once come back to beat their high score, climb the rankings, and challenge friends. But building leaderboards from scratch means setting up server infrastructure, implementing authentication, preventing cheating, and maintaining ranking systems. For most indie developers, it is not worth the effort.

CraftMyGame includes leaderboards out of the box.

Game Metrics — Track whatever matters for your game: kills, deaths, time to complete, total score, enemies defeated, secrets found. Display these statistics when the game ends so players can see exactly how they performed.

Leaderboards — Enable global rankings with a toggle. Players automatically see how they compare to others worldwide. Works for both competitive multiplayer and single-player high score chasing. The server infrastructure, security, and ranking calculations all happen behind the scenes.

Your players compete globally. You configure one setting.

Custom HUD Elements

Players need constant feedback: How much health do I have? What is my score? Where am I on the map? Building HUD elements in traditional engines means learning UI frameworks, positioning elements across different screen sizes, and connecting displays to game data through code.

CraftMyGame provides a visual UI system.

Health Bars — Show player health, enemy health, or boss health bars. Configure colors, sizes, and positions. The bars update automatically as health changes.

Score Counters — Display current score, high score, coins collected, or any tracked value. Numbers animate when values change.

Minimaps — Show player position on a minimap. Mark important locations. Help players navigate without pausing.

Resource Displays — Mana, stamina, ammunition, or any resource appears on screen. Players always know what they have available.

Position elements visually. Connect them to game data through dropdowns. Your HUD adapts to different screen sizes automatically. No overlay code required.

Physics That Just Work

Physics engines are notoriously difficult to configure correctly. Gravity too high and jumps feel sluggish. Friction too low and players slide around. Camera moves too fast and players get motion sick. These settings interact in complex ways that take weeks of iteration to tune.

CraftMyGame provides physics presets designed for common game types, with simple controls when you want to customize.

Gravity — Select your game orientation. Top-down games have no gravity. Side-scrolling platformers have downward gravity. Space games have zero-G physics. One dropdown changes everything, and the physics engine adjusts accordingly.

Player Count — Single-player, local co-op on one screen, or online multiplayer across the internet. Select the mode and the engine handles player spawning, camera sharing, and network synchronization automatically.

Camera — Follow the player smoothly. Stay fixed on a room. Adjust zoom for mobile versus desktop screens. The camera system adapts to screen sizes and orientations. Players on phones and players on monitors both get a good view.

Physics calculations happen at precise intervals. Camera movements are butter-smooth. Multiplayer state stays synchronized across connections. The engine handles the hard technical problems. You focus on making your game feel right.

Your Game Page, Ready to Share

You have finished your game. Now you need players. In traditional game development, this means building a website, setting up hosting, configuring a domain, creating marketing pages, and implementing payment processing if you want to sell anything. Publishing takes almost as long as development.

CraftMyGame publishes your game instantly.

Landing Page — Your game automatically gets a professional game page with description, screenshots, controls guide, and a prominent play button. Share the link on social media, in forums, or with friends. Players click and start playing immediately. No downloads, no installations, no barriers.

Shop System — Want to monetize? Sell cosmetic items, power-ups, or premium content directly within your game. Define currencies, set prices, and configure what players receive. The purchasing flow, payment processing, and delivery all happen automatically.

From finished game to playable link takes one click. From idea to published game can happen in a single day.

Save and Load Player Progress

Players invest hours into your game. They collect rare items, complete challenging quests, and unlock hidden areas. Then their browser crashes. Without a save system, all that progress vanishes.

Building save systems from scratch is complex: you need to serialize game state, store it persistently, handle version changes, and provide multiple save slots. Cloud saves add authentication and server storage. Most indie games skip saves entirely because the implementation is too complex.

CraftMyGame includes complete save functionality.

World Persistence — Save player position, inventory contents, quest progress, unlocked areas, and collected items. Players can quit your game and return exactly where they left off, even days later. Everything they earned remains intact.

Auto-Save — Configure automatic saves at regular intervals. Every 30 seconds, every minute, or every five minutes. If a player's browser crashes or they accidentally close the tab, they lose minutes of progress instead of hours.

Multiple Save Slots — Let players maintain separate save files. Start a new game without erasing their main progress. Experiment with different choices.

RPGs, adventure games, roguelikes, and any game with meaningful progression can now offer proper save functionality. Your players invest their time confidently.

Never Lose Your Work Again

Every creator knows the fear: hours of work lost to a crashed application, a corrupted file, or an accidental deletion. Traditional game engines require manual saves, and forgetting to save means starting over.

CraftMyGame protects your work automatically.

Automatic Saving — Every change saves instantly as you work. Adjust a setting, place a tile, tweak a value: it is saved before you can think about it. Close your browser and come back later. Everything remains exactly as you left it.

Version Snapshots — Export your complete game configuration anytime to create a restore point. Keep snapshots at major milestones: before redesigning a level, before changing core mechanics, before any risky experiment.

Safe Experimentation — Want to try something radical? Export first. Experiment freely. If the experiment fails, reimport your snapshot and continue from where you were. No change is permanent until you want it to be.

Create boldly. Take risks. Try wild ideas. Your work is always protected, and you can always go back.