One clear thumb action
A tap, swipe, drag or held finger, and three or four actions at most. Your thumb covers part of the screen, so keep what matters away from it.
Pick Mobile Game next to the prompt and describe what the player does with a thumb. Oryn plans the orientation and the touch controls, builds a Godot 4 project and opens it in your phone's browser. When it is ready, export a signed Android APK and AAB or an Xcode project for iOS.
A tap, swipe, drag or held finger, and three or four actions at most. Your thumb covers part of the screen, so keep what matters away from it.
Short, restartable sessions fit the bus stop. A run that lasts a few minutes is easier to come back to than a level that needs twenty.
Portrait and landscape are different level layouts. Decide before the first build, because changing it later reworks the controls and the layout.
An on-screen joystick and action buttons are part of the kit, and every game also stays playable with keyboard and gamepad. Name the platform and the mechanics get tuned for touch.
Get a signed APK to install right away and an AAB for the Play Console, or an Xcode project for iOS. iOS signing needs an Apple Developer account and a Mac, and the submissions are yours to do.
Scenes, scripts, input maps, UI and assets in a normal Godot 4 project, with a web build you can play in the browser as soon as it finishes.
Oryn generates the pictures, sprites and textures your design calls for, and every new game gets its own soundtrack. A large free library from Kenney, KayKit, Quaternius, Poly Haven and ambientCG fills the rest.
Choose Mobile Game next to the prompt, then write the thumb action, the session length and whether it plays in portrait or landscape.
Oryn asks a few planning questions, then writes a game design document. Nothing is built until you approve it.
The first build takes about 30 minutes. Oryn writes the Godot project and a web build you can play right away.
Play in the browser, say what should change, and keep every version that works. Export whenever you like.
| Tool | Where you work | What you get | Coding |
|---|---|---|---|
| Oryn | Browser, by chat | Godot 4 project and web build, first build in about 30 minutes | Not needed |
| Tesana | Browser, by chat | Three.js browser game and desktop exports; its FAQ says dedicated app-store builds aren't available yet | Not needed |
| GDevelop | Editor, web or desktop | Packages for desktop, web and mobile; Android and iOS publishing on paid plans | Event sheets instead of code |
| Godot by hand | Godot editor | Android, iOS and web exports you set up yourself | GDScript or C# |
As of November 2026, from each tool's own pages. Prices and features change.
You can plan up to three games and build your first one for free. Changing it afterwards or building more games needs a paid plan.
Yes, with your own accounts. As of November 2026, Google Play costs $25 once and the App Store $99 a year, and new personal Play accounts need a 14-day closed test with 12 testers. Oryn prepares the builds and doesn't submit anything for you.
Yes. A game published to the Oryn games shelf plays in the phone's browser with no download and no account. On iPhone, Add to Home Screen gives true fullscreen.
Yes. Sign in on your phone with the same account and open the private build there.
Yes, with limits. 3D games in Safari and on phones run with simpler graphics, so 2D is the safer pick if the look matters most.
The first build takes about 30 minutes. Some tools are faster: Tesana says its generation time now averages under 5 minutes, as of November 2026. Oryn spends the extra time on a full Godot project with its own art and soundtrack.
No. You describe the game and the changes in plain words. If you do code, the exported project is ordinary Godot with readable scripts.
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