A Stencyl alternative where the blocks go and the 2D stays

By Eduardo Orellana · Updated

Stencyl made a case that block-based logic could produce commercial games, and it was right. The reason to look elsewhere is usually the blocks rather than the dimension: a flat game is one of the two things Flockbay makes, and the logic is written for you as code. Flockbay is free, AI included: free hosted AI every day, or your own Claude, ChatGPT, agent or API key. It runs on Windows, macOS and Linux, on the official Godot engine.

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What Stencyl got right

It took block-based programming seriously as a production tool rather than a teaching aid. Snap-together logic, actors with behaviours, scenes, and games that got published and played. For a lot of people it was the first tool where a game they made left their own machine.

Its behaviour model in particular was well designed. Attaching reusable behaviours to actors is a good way to think about a 2D game, and it scales further than a single script per object does.

If Stencyl is working, there is no argument here. This page is for the two moments when it stops working: when a behaviour outgrows the blocks, and when the next idea does not fit inside a scene.

The reason people move is usually the blocks, not the dimension

Blocks are excellent until a behaviour needs twenty of them and a variable whose purpose you have to remember. At that point they have stopped simplifying and started being a slower way to write code.

Dimension is the other reason. A 2D tool can be pushed toward pseudo-3D but not into a landscape, and the moment your idea involves standing on a ridge and looking down at something, the tool is the wrong shape. That case is served here too. It is just no longer the only case.

The usual advice at the block ceiling is to learn a scripting language. Flockbay exists for people who are not going to.

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A flat game is one of the two things you can make, not the consolation

A game is 2D or 3D, and the world tools follow from which. Same app, the same chat either way, so 2D is a setting the project carries rather than a second product.

For a flat game, Flockbay builds what the brief you approved describes: a band of scenery along the horizon, tile ground, sprites, and a person who walks, falls and jumps under the keys you are pressing. It plays that build itself before you do, sending input events and reading the debugger, so the first thing you press play on is something that runs.

Ground is a tile layer. Flockbay paints it first, and the Paint button around the Godot editor's 2D view is there for the cells you want changed: drag to lay ground, drag to erase it. The tiles, the edges and the collision all follow from which cells are ground rather than being picked out of a palette. Because that is a pure function of the coverage, painting the same cells in a different order draws the same world and a rebuild never reshuffles an edge you were happy with. Whether ground stops a walker is declared per material, which is why a platformer's block and a top-down path are drawn identically and only one of them stops anybody.

The person is a character body with the camera on them, and it is a set of values rather than a script you inherit. Walk and run speed, how long it takes to reach a speed and to lose it, air control, gravity, jump apex, body size and step length are all rows under the Characters button, or one sentence to Flockbay, so "make it feel heavier" is a retune. The walk cycle advances by distance travelled, which is why the legs stay with the speed instead of skating. Side-on and top-down are not modes either: declare gravity and down is a direction, so steering is horizontal and a jump is available; declare none and the body steers on both axes with nothing to jump away from.

Everything else in the scene is a picture or a scene from your project at an exact position, rotation and scale. Flockbay places them, and Place puts one exactly where you want it yourself. A picture sits on its own drawn bottom-centre rather than on the corner of its file, so a crate stands on the ground instead of hovering by however much transparent margin came with it, and draw order follows that same point, so a thing lower down the screen is in front. The camera is framed by three boxes you can drag in the editor's 2D view: what is in view, the dead zone the player can move inside before it follows, and how far it may scroll. The scroll limits follow the painted ground until you drag them yourself.

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The logic is not assembled at all

Flockbay writes GDScript into your project from the brief you approved and from what you say after it. Twenty blocks of behaviour is a sentence, and what you do afterwards is play it and say what is wrong rather than trace which block fired.

The engine underneath is Godot, which is open source. Your project is a Godot project in an ordinary folder on your own disk and opens in stock Godot, so nothing is trapped in a format only one tool understands.

The world is built for you too, and the by-hand path stays open. Flockbay paints the ground and places the sprites; on the 3D side it shapes terrain, lays water and sets the weather. When one call is pure taste, the same tools are buttons around the Godot editor's view, because for that one decision pointing is faster than describing, and Godot's undo takes it back.

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Leaving the blocks costs you a few things

It is a desktop app for Windows, macOS and Linux. There is a download and an install, there is no browser version, and what you end up holding is an ordinary Godot project in a folder and a native Windows build rather than a web build someone can click through to.

Building needs an internet connection, because the chat, asset generation and world data all come over the network. Playing what you built does not, because the game runs locally on the bundled Godot.

You lose inspectability. A block stack is visible; generated code is only visible if you open it. It is there — GDScript in your project — but the workflow does not put it in front of you the way blocks are in front of you.

And nothing here draws an animation for you. Flockbay generates single pictures, not a walk cycle, so frames come from the Catalogue, the library Flockbay builds from (mostly sprites, 55,073 of its 60,648 objects, which the Place tool's Asset Browser searches by name with a picture of each), or from your own files. Stencyl did not draw them either, but it is worth being plain that this does not.

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A good first project is one place and one idea

A single room with a jump you have to earn, or a stretch of street with a thing that follows you. Small enough to finish in a week and specific enough that finishing it tells you something.

Resist the sequel-sized plan. Flockbay will say so anyway: a plan too big for a first version gets the truth and a smaller first version in the brief. The deeper reason is that a large project takes months to reach the point where you learn anything, and a small one takes days.

Once the small thing works, the second project can be three times the size and you will actually know how to steer it. That progression is the same in every tool and it is the part people skip.

It is free, and it fits one kind of person

The download is free and so are the world tools. Flockbay is free, AI included: free hosted AI every day, or your Claude or ChatGPT plan, your own agent, or an API key.

The fit is: someone comfortable with the idea of making a game, no longer interested in assembling the logic themselves, and wanting it to run natively on their own machine. Whether the game is flat is not part of that description any more. What is: if a link someone can click is the point of finishing, a tool that exports to the web is still the better answer and it is worth saying so.

Questions

Can I import a Stencyl project?
No. There is no importer. Art you own comes across as ordinary image files; actors, scenes and behaviours do not.
Is there block-based logic in Flockbay?
No. Behaviour comes from Flockbay as GDScript in your project. Flockbay builds the world too, and Paint, Place and Player controller in the Godot editor are there for the ground, the objects and the camera when you want to set one yourself.
Can it make 2D games?
Yes, as one of the two kinds of game it makes rather than a fallback. Ground is a tile layer Flockbay paints and you can repaint, and the person is a character body whose speeds, gravity and jump are values you retune.
Can it animate a sprite for me?
No. A single flat image can be generated on request; a walk cycle cannot. That is the clearest gap in a flat project today, and frames still come from the Catalogue or from you.
Does it run in a browser?
No. It is downloaded and installed on Windows, macOS or Linux, and the game runs locally on the bundled Godot.
Do I need to write code?
No. Flockbay builds the world and writes the code from a brief you approve, and you judge the game by playing it. The code sits in your project if you ever want to look.