Side scroller maker

Side Scroller Maker — Describe a Level, Play It

One line about a place becomes a side-scroller you can play — a full route, a double jump, three things to find, and someone who answers.

Liyue Harbour, lantern hour. — The quay at 21:40: floating lanterns, a lit paifang and the tide line.Katagiri High, after the bell. — Low sun through the courtyard, cherry trees, the fence and a route along the ledges.Shibuya back alley, 00:20. — Neon over a wet street, shutters down, vending machines still lit.Vought Tower, after hours. — Marble columns, gold V banners and a lobby nobody is guarding.
✦Side-scroller
Make a side-scroller level of a Liyue harbour at lantern hour, lanterns along the pier
Childe, and two ways to answer. — A named character at the harbour with a line, a role and two replies. Press E, or tap, and the route waits.
Childe, and two ways to answer. — A named character at the harbour with a line, a role and two replies. Press E, or tap, and the route waits.
The reply replaces the question. — The chosen line comes back in his voice, with no separate dialogue screen and no loading between.
The reply replaces the question. — The chosen line comes back in his voice, with no separate dialogue screen and no loading between.
A gap, and a double jump. — The quay breaks at the tide line. Jump once to leave the stone, again in the air to clear the water.
A gap, and a double jump. — The quay breaks at the tide line. Jump once to leave the stone, again in the air to clear the water.
Kyoko Hori at the school gate. — Second world, same engine: courtyard, fence, low sun, and a classmate who knows where the pages are.
Kyoko Hori at the school gate. — Second world, same engine: courtyard, fence, low sun, and a classmate who knows where the pages are.
The third page, 3 / 3. — Pickups move the counter and burst where they were. The gate only opens when the count is full.
The third page, 3 / 3. — Pickups move the counter and burst where they were. The gate only opens when the count is full.
Crossing Shibuya at 00:20. — Rain, neon, vending machines. The alley scrolls behind the jump instead of stopping at a screen edge.
Crossing Shibuya at 00:20. — Rain, neon, vending machines. The alley scrolls behind the jump instead of stopping at a screen edge.
Megumi’s answer. — The second reply, chosen and answered in place. The veil gate stays shut until three talismans are hung.
Megumi’s answer. — The second reply, chosen and answered in place. The veil gate stays shut until three talismans are hung.
The last jump in Vought Tower. — Marble, columns, a red cape. Fourth world, same physics, same counter, a different route.
The last jump in Vought Tower. — Marble, columns, a red cape. Fourth world, same physics, same counter, a different route.
3 / 3, and the next horizon. — The ending names what you did and offers the next world in one tap. Replay it or change horizon, same build.
3 / 3, and the next horizon. — The ending names what you did and offers the next world in one tap. Replay it or change horizon, same build.
PLAYABLE PROOF

Walk the route.

Click to open the live level and play it here.

Walk the route.Open in new tab

One engine, four horizons.

Neta Studio turns the sentence into the whole level — the parallax sky, the walkway, the cast, the pickups and the ending — then publishes it at a link that opens on a phone. The composer above runs Neta’s Game Maker skill, so what comes back is playable, not storyboarded. The four routes below are the same build with four different inputs. Walk the Liyue route.

  • A route, not a backdrop. Ground segments, gaps and ledges with real collision. The camera follows, the hero falls if you miss, and a double jump clears what the drawing promises.
  • Three pickups and one person. The counter is the goal. A named character on the route gives you a line and two replies; the gate at the end opens at 3/3 and the ending says what you did.
  • One build, four worlds. Palette, skyline, props, cast and objective come from the same level data. Change the place and the scene changes; the controls and the physics stay the same.

Questions, answered.

Do I need an engine or a build step?

No. The level runs in the browser from a link. There is no install, no export and no tile editor to learn before the first route exists.

Is this a real platformer or a scrolling background?

A real platformer. Gravity, collision, gaps you can fall into, coyote time, a double jump and a respawn point. The scrolling is the camera following the hero, not a video.

Can I use my own characters and places?

Yes. Describe the place and name the cast; if they already exist in the world, they keep their look. The four routes here use Genshin Impact, Horimiya, Jujutsu Kaisen and The Boys as proof.

What do the three pickups do?

They fill the counter. At 3/3 the gate at the end opens and the ending card records the run; before that the gate stays shut.

Will it work on a phone?

Yes. Left, right and jump sit on screen, and tapping near a character opens the conversation. The same link opens on desktop.

How long is one level?

One route is roughly 4,000 pixels — about two to four minutes if you collect everything. Four routes ship in the demo, and each is a separate level.

Can I change the level after it is made?

Ask for a new route or a change to the same one. The level is data, not a baked image, so the physics and the counter keep working when the layout changes.

Where does the story come from?

From the place and the person you name. Each route has one character with a line and two replies; the ending closes that small loop instead of pretending to be a full campaign.

Start with one route.

One line for the place. The first ledge is down before you finish typing.

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