What kind of games you can make with Flockbay

By Eduardo Orellana · Updated

Flockbay is free on your own Claude or ChatGPT plan. Claude Pro or Max, or ChatGPT Plus or higher, builds a real Godot project in the Godot editor. Claude Free and ChatGPT Free do not run here. More models are optional, a credit reload at API prices. Windows today. The engine is the official Godot release. A project here is either flat or a place, and you pick which before anything else exists. Here is what each one gives you on the first day, what neither is good at, and what making one actually looks like.

The first thing it asks is which kind of game

Make a project and before anything exists you are shown two pictures: a flat game or a 3D world. There is no default, and nothing gets created until you pick one. It is the same app either way — same builder, the same chat — because the choice is a setting the builder carries rather than a second product you bought.

What that rules out is worth as much as what it gives you. There is no mode buried three menus deep, no flat game that is secretly a 3D world with the camera locked down, and no second tool to learn when the next project is the other kind.

A flat project is playable before you have made anything

Pick 2D and what opens is already running. A sky. A band of scenery along the horizon. Ground with a ledge in it and a platform floating above. A person standing on that ground who walks, falls and jumps under the keys you press. Seconds, not a tutorial, and the first thing you do with a flat project is play it.

Ground is a tile layer you drag on and drag off. The tiles, the edges and the collision are all derived from which cells you covered, so painting the same cells in a different order draws the same world and a rebuild never reshuffles your edges. Whether ground stops a walker is declared per material, which means a platformer's solid block and a top-down path are painted identically and only one of them stops anybody.

Beyond the ground there is a sky colour and one band of scenery. The colour above the band and what continues below it are read from the band picture's own first and last solid rows, so replacing the picture replaces all three at once. The person is a character body with the camera on them, and walk and run speeds, how long it takes to reach and lose them, air control, gravity, jump apex, body size and step length are all controls — "make it feel heavier" is a retune rather than a rewrite. Side-on and top-down are not modes: declare gravity and down becomes a direction, so steering is horizontal and a jump exists; declare none and the body steers on both axes with nothing to jump away from. Same code both times.

The last piece is placed objects: pictures or scenes from your project put at an exact position, turn and size, by hand with the mouse. A picture sits on its drawn figure's own bottom-centre, so a thing stands on the ground instead of floating by however much transparent margin its file happens to carry, and draw order follows that same point, so whatever is lower down the screen is in front. The camera you frame by dragging three boxes on the running game — what is in view, the dead zone, and the scroll limits — and the limits follow the ground you paint until you drag them yourself.

More on this: A 2D game maker where the first thing you do is press play

A 3D project is a place, and the place is the point

Pick 3D and the subject changes. A valley you walk across. A town with weather and a day cycle. An island with things living on it that do not stop existing when you look away. On the 3D side, terrain shaped from elevation, water you outline and fill, sky and populated space are the default case rather than an advanced feature you graduate to.

That is a consequence of running locally. The app is a desktop application for Windows with Godot inside it, so when you press play the game uses your machine's GPU and memory. A world with real terrain, weather and a few hundred simulated characters is a reasonable thing to attempt, in a way it simply is not in a browser tab.

Within either shape, genre is open. An exploration game, a survival loop, a horror game built on darkness and sound, a slow farming game, a platformer about one wrong jump. None of those are templates. They are what falls out of building a space and then deciding what happens in it.

More on this: Make a farming game where the seasons actually turn

What it is not good at

An elaborately animated 2D character. One flat image can be generated on request, but there is no 2D animation tool and no multi-frame sprite generation, so an animated character comes from you or from the web. That is a real gap, and it is worth knowing before you plan a game around a twelve-frame run cycle.

The 3D side's tools stay on the 3D side. A flat project has no water and no weather: those families have no answer in a world with no elevation, so asking for them there is a request that cannot succeed rather than one that comes back slowly.

Games whose delivery is the browser. This produces a local Godot project and is built around playing it on your machine. If the plan is a link people click in a group chat, a web-first tool is the honest answer.

Anything on a phone. Flockbay runs on Windows desktops. It is not a mobile authoring tool and there is no tablet version.

More on this: AI 2D game generator: the code is generated, the game is not

How a project actually goes

You start with a space rather than a design document. In a flat project that is dragging ground until the shape of the level is there, placing a few sprites, and pulling the camera boxes until the view sits where you want it. In a 3D one it is raising ground, cutting a valley, putting water in it, setting the weather. Either way this part is done by hand, in a builder that behaves like a level editor, because taste is the input and describing a hillside in a sentence is slower than shaping one.

Then you say what should happen. The character can climb short ledges. The animals scatter when you get close. The door opens only if you are carrying the right thing. Flockbay writes the GDScript for that, inside your project, where you can see it.

Then you play it and most of it is wrong. The valley is too wide, the jump is too floaty, the climbing feels bad. You say so and it changes. That loop is the work. Not writing the code does not mean not having an opinion about the game, and the opinion is the part only you can supply.

More on this: AI 2D game maker: what a working session actually looks like

What you end up owning

A real Godot project in a folder on your disk. Godot is open source, so the thing you made does not depend on this app continuing to exist. You can open it elsewhere, keep working on it elsewhere, and ship it the way any Godot game ships.

Building needs an internet connection, because the chat, asset generation and world data all come over the network. Playing what you built does not. Those are different things and it is worth keeping them apart when you plan.

The download is free, and the builder is free to use. Flockbay is free on your own AI: your Claude or ChatGPT plan, your own agent, or an API key. Flockbay builds from a library of ready-made objects, or with Godot's own shapes.

Questions

What genres does it support?
There is no genre list. You pick 2D or 3D, build the space by hand, and describe what happens in it, so the genre is whatever those two things add up to.
Can I make a 2D game?
Yes, and it is one of the two things a project can be, chosen before anything else exists. A flat project opens playable, ground is a tile layer you paint, and the catalogue you place from is 90.8% sprites — 55,073 objects out of 60,648.
Can I animate a sprite in it?
Not yet. A single flat image can be generated on request, but there is no 2D animation tool and no sprite-sheet generation, so animation has to come from you or from the web. It is a known gap rather than a decision.
Can I sell what I make?
It is your Godot project, and the monthly plan takes no share of your sales. Publishing to Steam through the app is priced separately.
How big can a world be?
It runs on your machine, so the limit is your machine rather than a server budget somebody else is paying.
Do I need to know how to code?
No. Flockbay writes the code. You build the space and judge the result.