What does a 2D platformer level design generator actually give me?+
A complete, paced level layout: solid tiles, floating platforms, hazards, enemy and reward placements, a spawn and an exit, plus a pathfinding route from one to the other. It is generated from your section count and density settings rather than from noise, so the result has an intro, escalation and a finale instead of a uniform field of obstacles. You export it as Tiled TMX, a Godot 4 scene, Phaser JSON, or Unity JSON with a C# importer.
Does it use BSP or cellular automata?+
Neither. The platformer generator assembles typed sections — intro, ramp, challenge, finale, boss arena — each with its own difficulty and budget. The dungeon generator places typed rooms (start, combat, treasure, traversal, secret, exit) and connects them, filling interiors from a biome chunk library. BSP gives you evenly distributed rectangular rooms; cellular automata gives you organic caves. If either of those is specifically what you need, this tool is the wrong one and you should implement them directly — they are both short algorithms.
Is every generated level completable?+
Not guaranteed, and the tool tells you rather than hiding it. Each generation runs a pathfinding pass from spawn to exit and a simulated player pass under the level's physics assumptions, then reports whether the exit was reached along with a difficulty score and a pacing label. A level that fails is still displayed instead of being silently rerolled, because a layout that is nearly right is usually worth editing — and a generator that quietly discards failures hides how often it produces them.
How do seeds work, and can I share a level?+
Every random decision comes from a seeded generator, and the seed is written into the URL. Send someone the link and they get the identical map. Change the seed to explore alternatives, change the settings to steer the kind of level you get. If you find a layout you like, save the URL — regenerating without the seed will not reproduce it.
Which engines can import the output?+
Tiled TMX with a tileset PNG is the portable route and covers Unity via SuperTiled2Unity, Godot via its Tiled importers, and any engine that reads TMX. There are also direct exports: a Godot 4 .tscn scene, Phaser tilemap JSON, and Unity level JSON with a C# importer script. Raw JSON is available if you are writing your own loader.
Can I use generated levels in a commercial game?+
Yes. Under our terms, any output you generate with the tools is your own property and you grant us no rights over it — no attribution, no licence to track. The tileset PNG is generated from the theme palette rather than from any third-party art, so there is no asset licensing to untangle either.
Why does the editor need a desktop?+
The level canvas is built for a mouse and a large viewport: you are inspecting a wide tile grid, dragging a viewport around it, and reading a path overlay against small tiles. That does not survive a phone screen usefully, so the page says so rather than shipping a cramped version. The documentation and this page read fine on mobile; the editor itself expects a laptop.
Should I ship generated levels as-is?+
Usually not. Generation is best at filling the blank page and giving you a paced structure to react to — most shipped 2D games either hand-edit generated output or constrain the generator tightly around authored rules. Export to Tiled, adjust the parts that matter, and keep the seed so you can regenerate the base if you need to start over.