Top-down shooters
Twin-stick and arena shooters with enemies, projectiles, and line-based hit logic.
Use cases
You can build a lot of solid 2D games today, especially single-player and systems-heavy projects. The editor plus visual state machine is strongest when you need clear gameplay flow, reusable logic, and fast iteration.
Great for progression loops, event-driven logic, and scene-based content.
Game genres and patterns
These are the strongest use cases based on current engine and visual state machine capabilities.
Twin-stick and arena shooters with enemies, projectiles, and line-based hit logic.
Quests, inventory, shops, dialogue gates, boss intro flows, and progression switches/variables.
Top-down movement, interact triggers, puzzle rooms, and key/door gating.
Platformer player and enemy behaviours, hazards, checkpoints, and scripted events.
Ability unlock flags, gated traversal, and quest-driven progression.
Racing behaviours plus AI rivals and lap/progression logic.
Spawn waves, difficulty scaling, health/combat loops, and upgrade pickups.
Switch/variable logic, tilemaps, and timed or state-based challenge rooms.
Message, choice, and timeline commands with branching visual state machine states.
Staged intros, phase switches, and condition-driven attacks and transitions.
Event-command driven economy, inventory, and quest loops.
Plugin Hub and install-by-URL support lets you extend mechanics beyond core tools.
Use VSM states and transitions for quests, phase logic, dialogue gates, and encounter scripting.
Build event-command loops once and reuse across scenes for faster iteration and tighter scopes.
Add custom behaviors through plugins without rebuilding your existing project structure.
Start with one of these proven patterns, customize your systems, and iterate in browser.