FoundryInk isn't only for comics. The Game asset kind lets you build a playable 2D game, an arcade shooter, a puzzler, a platformer, or a full point-and-click adventure, that readers play right in the browser, no downloads and no code. Here's how one comes together.
In the create wizard, choose the Game type ("A playable 2D game, arcade, puzzle, platformer, or adventure, online only"). Then Pick a starting point: start blank, or seed a ready-made game you can edit and play right away. The genre you choose shapes the toolset, arcade, puzzle, platformer, top-down, RPG, or point-and-click adventure (that last one has its own deeper tutorial). You also pick a Spatial mode here, how the world is drawn, which the next section covers.
A game has a Spatial mode, how its world is drawn, set in the create wizard and changeable later in the game's Settings. There are three. Side-scroll is a side-on world with gravity and jumping. Top-down is a bird's-eye world with free eight-direction movement and no gravity. Isometric is a three-quarter diamond world, where tiles and characters sit on an isometric grid with real depth, and you author the level flat, from above, while the game projects it into the diamond view for you.
Starting from a blank world is fine, but you do not have to. Open the Template packs tab and hit Download pack for your mode: you get a labelled spritesheet to paint your own art into and a ready-to-play level file to edit and re-import. The pack is a leg-up, not a requirement, the plain coloured-shape starter already plays.
The game editor is organized into tabs. Scenes are your screens or levels; you set a start scene that the game opens on. Objects are the things in a scene, the player, enemies, pickups, platforms. Rules wire up behavior without code (what happens on a hit, a collect, a key press). Media holds your art and sound. You assemble the scene, then wire up behaviour with rules.
In Settings you set the canvas (games default to a tidy 960 by 540) and the control scheme. The Validate tab is your pre-flight: it won't let a broken game go out. A game is publishable only once it has at least one scene and a start scene that points at a real scene, and Validate flags anything missing so you can fix it before readers ever see it.
Publishing a game is like any asset: set access and pricing (free or paid), then publish. Because it's online-only, readers play it inline right on your public page, or open a full-screen play view. A free, published game can even headline your studio. And it's safe by design: the Player only ever interprets your authored data, it never runs code, so it plays in any reader's browser without a worry.
No. Games are built with scenes, objects, and no-code rules. You wire up behavior with the Rules tab, not a programming language.
No. Games are online-only and play in the browser, inline on your page or in a full-screen play view. There's no download, print, or file to install, which also means no piracy of a game file.
The Validate tab. A game needs at least one scene and a start scene that points at a real scene; validation flags anything missing before you can publish.
Games default to 960 by 540, adjustable in the Settings tab. There's no print trim, since a game is never printed.
Whatever fits your idea: arcade, puzzle, platformer, top-down, RPG, or point-and-click adventure. Adventure unlocks an extra story-and-rooms toolset and has its own tutorial.
Scenes, objects, rules, and a game readers play in a click. Want a story-driven one? Build a point-and-click adventure next.