2D Sprite Game

Build a 2D sprite game on the canvas, then play it in a browser tab with no engine and no login — and publish it as a bare game, with every authoring tool stripped from the link. The camera pans in X and Y, zooms about the cursor and never rotates, so the view stays a flat plane; when a match is running it follows whichever sprite you nominate, with a deadzone so it does not twitch, and stops at the edges of the world instead of showing you the void. Place blocks, a player and pickups by clicking the canvas, and work down the sprite list beside it — select one to outline it, then hide, duplicate or remove it. The rest is a Studio section: whether it is top-down or a platformer, how big the world is, every field of the selected sprite, one row per sprite sheet, and one row per touch reaction. Sprites are quads on a sheet: declare the frame size once and frames are numbered row-major from zero, clips animate at their own frame rate, and a sprite with art and no declared size takes its size from the art. Or block a level out in flat colour before any art exists — collision does not care which it is. It is axis-aligned and resolved one axis at a time, so a body slides along a wall instead of snagging on the seam between two blocks, and a touch can despawn either sprite, move the score, cost a life, shake the camera or switch a clip. Two motion models are built in, with coyote time so a jump pressed one frame late still works. Score, lives, time and the live sprite count publish to gauges and to rules, so a win condition is a threshold and not a line of code. The whole game is a state patch, so an agent can author one without opening a browser. Ships empty on purpose.

Supported file formats: PNG, JPG, JPEG, WEBP