- 2D Procedural Level GeneratorGenerate seeded 2D levels and export them as engine-ready tilemaps.
- Sprite Sheet GeneratorPack animation frames into a padded atlas with a JSON data file.
- Bitmask Autotile GeneratorBuild a full 47-tile terrain set from two source tiles.
- Retro SFX GeneratorSynthesize 8-bit jumps, coins and explosions in the browser.
Runs on your machine/No account, no upload/Free, ad-supported
Most used
2D Game Dev
Lab
One pipeline, 8 tools. Plan the game, generate the world, pack the sprites, build the tileset, fit the collision shapes, make the sounds, then balance what the player earns.
Godot · Unity · Tiled · LDtk exports
Workflow
Build a 2D game
Plan Your Game
Game Design Doc Generator
- 2
Generate Your World
2D Procedural Level Generator
- 3
Create Production Assets
Sprite Sheet Generator
- 4
Build Smart Tiles
Bitmask Autotile Generator
- 5
Generate Collision
Auto Hitbox Generator
- 6
Create Retro Audio
Retro SFX Generator
- 7
Balance Gameplay
RPG Economy / XP Balancer
- 8
Design Rewards
Loot Table Simulator
Game dev
guides
The technique behind each tool, written up: how bitmask autotiling works, how to generate connected levels, how to pace an XP curve.
- How to Create Optimized Sprite Sheets for Godot & Unity (Complete Guide)
- How to Write a Game Design Document (GDD): Structure, Scope & Free Generator
- Retro SFX for Games: 8-Bit Audio Design Without a DAW
- Loot Table Design: Weighted Drops, Pity Systems & Monte Carlo Simulation
- RPG XP Curves Explained: Balance Leveling Speed for Your Game Economy
- Polygon Collider Optimization: Reduce Vertices Without Losing Hit Detection
- The Definitive Godot 4 2D Pipeline: Generate Levels, Autotiles, and Data in Your Browser
- 2D Procedural Level Generation: BSP, Cellular Automata & Interactive Prototyper
Also from Jaconir
The Chemistry Lab
9 free chemistry tools with their own home: NMR impurity identification, shift and splitting prediction, MS adducts, equation balancing, titration and electron configuration.
Full library
Game development, developer utilities, creator tools, and the chemistry instruments outside the NMR workflow — same local-first philosophy.
Browse everythingGame Development
Sprites, levels, hitboxes, loot tables, and more.
Game Design Doc Generator
Turn a game idea into a structured, scoped design document.
2D Procedural Level Generator
Generate seeded 2D levels and export them as engine-ready tilemaps.
Sprite Sheet Generator
Pack animation frames into a padded atlas with a JSON data file.
Bitmask Autotile Generator
Build a full 47-tile terrain set from two source tiles.
Auto Hitbox Generator
Trace a sprite's alpha into a collision polygon automatically.
Retro SFX Generator
Synthesize 8-bit jumps, coins and explosions in the browser.
RPG Economy / XP Balancer
Model level curves, gold flow and stat progression.
Loot Table Simulator
Verify drop rates with Monte Carlo simulation before shipping.
Rules you can check,
output you can ship.
Deterministic browser tools — the same input always gives the same result.
01
Privacy first
Most tools run client-side. Your data stays on your machine.
02
Instant access
No accounts, no paywalls, no trials. Open a tool and start working.
03
Engine-ready
Exports for Godot, Unity, Tiled and Phaser, so output drops straight into your project.
What this is, and what it is not
Worth reading before you rely on any of it.
Everything here is work you could do by hand, done faster and shown in full. The level generator is seeded, so a level you like can be regenerated exactly from its seed. The autotile generator derives its 47 cases from an eight-bit neighbour mask, and will show you the mask behind any tile you click. The sprite sheet generator packs your frames into a padded atlas and writes the frame data your animation player needs.
The tools form a pipeline rather than a pile: plan the game in a design document, generate the world, pack the sprites, build the tileset, fit the collision shapes, make the sounds, then balance what the player earns. Each step exports into Godot, Unity, Tiled or Phaser. Alongside them are a few video, image and web tools that come up in the same work — blurring a video background, building a collage, extracting assets from a page.
What it is not: a game engine or an art generator. Nothing here calls an AI model, which is why the results are reproducible and why every page can explain exactly how it arrived at what it shows you. The chemistry tools are a separate project with their own page, the Chemistry Lab.
It is built and maintained by Dafin Edison J, solo, and paid for by advertising rather than by subscriptions or by selling anything you type into it. Corrections are welcome — if a tool gives you a wrong answer, that is worth an email.
Frequently asked questions
Everything you need to know about Jaconir.
What is Jaconir?
A set of free browser tools for 2D game development: a pipeline that runs from a design document through procedural levels, sprite sheets, autotile sets, collision shapes and retro sound effects to XP and loot balancing. There is no account, no trial and no paid tier — you open a tool and use it. Jaconir also has a separate chemistry lab at /chemistry.
Which game engines do the exports work with?
Each tool lists its own formats. Between them they export Godot scenes, TileSets and resources, Unity bundles and C#, Tiled TMX maps, Phaser JSON, and plain PNG, JSON, CSV and WAV files that any engine can read.
Do the tools upload my art or files?
Almost never, and the exceptions are stated on the tool that has them. Sprite, tile, image and video work happens entirely in your browser: the file is read into the page and never transmitted. The one routine exception is the asset extractor, which needs a server to fetch the page you point it at, because a browser is not allowed to read a document from another site. That page says so directly.
Do the tools use AI?
No. Every result comes from explicit rules you can check: the autotile generator derives its 47 cases from an eight-bit neighbour mask, and the level generator is seeded, so the same seed always gives you the same level. An output you can reproduce is one you can ship.
Can I use the output in a commercial game?
Yes. Anything you generate is yours, for personal or commercial use, with no attribution required.
How is the site paid for, if everything is free?
Advertising, and nothing else. There is no paid tier, no data sold and no email list. The site uses Google Analytics to count visits and shows ads to cover hosting; the privacy policy sets out exactly what is collected and how to opt out. Nothing you put into a tool is part of that.
Who builds these?
Dafin Edison J, working solo, who ships 2D games on Google Play and built these tools for that work. Each one is documented on its own page with what it does, how it works, and where it stops being reliable.
Built by a game developer, for game developers.
Levels, sprites, tiles, sounds and balance, in one pipeline. No account, no paid tier, and your art never leaves your machine.