You searched for an online 2D game maker. This one is a download.
Flockbay is not an in-browser tool. It is a desktop app you install, and your 2D game runs locally on Godot. If a tab is a hard requirement, this is the wrong page and it is better you know now.
The honest version first
If you typed "2D game maker online" you probably wanted something that opens in a tab, saves to a server, and needs nothing installed. Flockbay is not that. It is a desktop application for Mac and Windows. You download it, you install it, and your project lives on your own disk.
That is a real difference and it will rule this out for some people. If you are on a locked-down school or work machine where you cannot install software, stop here — no amount of explaining will change what your machine allows.
For everyone else, the rest of this page is about what the download buys, because it is not a limitation we would keep for its own sake.
The first five minutes are the one thing a tab wins
Browser tools do one thing very well: they remove the install. You click a link and you are in an editor. That is a genuine advantage and it lasts roughly as long as an install does.
It is worth comparing what happens immediately after. You download Flockbay, you open it, and a new project asks one question with two pictures: 2D or 3D. Pick 2D and press play, and there is already a sky colour, a band of scenery along the horizon, ground with a ledge in it and a platform floating above, and a person who walks, falls and jumps under the keys you press.
So the five minutes a tab saves you are five minutes of blank editor, and this does not have a blank editor to be saved from. That is not an argument for installing software. It is an argument that the comparison people actually make — instant versus slow — is not the comparison that is happening.
Everything after those five minutes, a tab pays for
The editor runs at whatever performance the tab allows, which is fine for a small scene and gets sticky as soon as the project grows. Your project sits on someone else's server under someone else's terms. And when the exported game is a web build, the people playing it get web-build performance.
For a lot of 2D that is genuinely acceptable. A puzzle game with twelve screens does not need more. But a 2D game with a large painted world, a few hundred things moving at once, or a level you are re-running every ninety seconds to judge a jump, starts to notice.
There is a second cost that is easier to miss. Browser tools tend to be closed systems. The project only exists inside the tool, in a format only that tool can read, and the ceiling is whatever the menu contains.
What the download gets you instead
Godot ships inside Flockbay. When you press play, your game runs locally, on your CPU and your GPU, with your memory. Nothing is streamed and nothing is queued.
The 2D tools are the app's own rather than a menu of exports. Ground is painted: you drag to say which cells are ground and drag again to take it back, and the tiles, the edges and the collision are all derived from that coverage, so painting the same cells in a different order gives you the same world. The Catalogue you pull sprites from holds 60,648 objects of which 55,073 are sprites, searchable by name with a picture of each. The camera is framed by dragging three boxes on the running game — what is in view, the dead zone, and the limits the scroll will not cross.
Your project is a real Godot project on your disk. If you ever want to open it in Godot directly, you can. If you want to back it up, it is a folder. Nothing about it depends on us continuing to host anything.
And the work you do is real work on a real engine rather than clicks inside a sandbox. The layout you paint by hand is a Godot scene. The behaviour Director 1 writes is GDScript in your project, which you can look at any time you are curious, and never have to.
The internet is still involved
This is not an offline tool, and it would be dishonest to sell it as one. Director 1, asset generation and world data all come over the network. If your connection drops, you cannot build.
What does not need the connection is playing what you already built. The game is running locally either way. So the shape is: online to build, local to play. That is close to the opposite of a browser tool, where you are online to do both.
How to decide
Take the download if you own the machine you are working on, if your 2D game is going to grow past a handful of screens, and if you want the project to outlive the tool that made it.
Do not take it if you need to work from a machine you cannot install on, or if the thing you want is genuinely a quick browser toy. Being clear about that is more useful to you than a page that says yes to everything.
What changes about your workflow
The practical difference between a tab and an installed app is smaller than it sounds once you are past the first day. You open an application instead of a bookmark. Your project is a folder instead of a URL. Saving is local and instant rather than a sync indicator you learn to distrust.
The one genuine loss is portability between machines, and it is worth naming rather than glossing. If you regularly work from two computers you will be copying a project folder, or keeping it in whatever sync service you already use. That is a real chore and no page should pretend otherwise.
What you gain is that nothing in your working day depends on a connection except the parts that genuinely need one. Painting a stretch of ground, dragging a camera box, nudging a sprite two pixels and playing the result are all local operations at local speed.
And there is no version of the tool where your project becomes unreachable because a service changed. It is a Godot project on a disk you own.
Questions
- Is there any way to use Flockbay in a browser?
- No. It is a desktop app for Mac and Windows only. There is no web version and no browser preview.
- Why not just build a browser version?
- Because the game runs on the bundled copy of Godot, locally. That is what lets a project grow without the editor and the game fighting over a tab.
- What do I actually get when I start a 2D project?
- A playable scene, straight away: a sky colour and a band of scenery, ground with a ledge and a floating platform, and a person who walks, falls and jumps. From there you paint more ground, place sprites from the Catalogue, and frame the camera by dragging boxes on the running game.
- Do I need an account?
- Yes, because building uses services that come over the network. The download itself is free, and so is the builder; Indie at $10 a month is what unlocks the AI assistance.
- Can I work offline?
- You can play a game you have already built. You cannot build, because Director 1 and asset generation both need the network.
- Where does my project live?
- On your own disk, as a normal Godot project folder.
Related
- 2D game maker
- 3D game maker online
- AI game builder online
- Game maker with no download
- Free online game maker
Free to download for Mac and Windows. There is no browser version.
Download Flockbay free