With your agent or no coding

Make

Pick a console look and ask your coding agent for it, or draw it and give it rules in the editor. When it's ready, send it to the Library.

Make your own game

pinyol is designed to be used with a coding agent such as Codex or Claude Code. The agent reads the repository's instructions, installs whatever is missing, follows the recipe for the look you ask for and tests the game before handing it over.

  1. Get the engine

    On a Mac with Homebrew, or on Linux.

    git clone https://github.com/ipaud/pinyol.git
    cd pinyol
  2. Ask your agent

    Open the folder in your agent and tell it what you want, in your own language.

    Make me a platformer with a Game Boy look: a mouse looking for cheese in a library.
  3. Play it

    On the computer, or send it to the console over USB.

    ./build/pinyol_sim --game games/raton
No coding? The web editor does the same with drawings and blocks, in the browser.

What the engine brings

All of this works the same on the console, the computer and in the browser, and your agent knows it because it is in the repository's instructions.

  • Picture

    A virtual console like the Game Boy Advance: 240×160 with four layers, 128 sprites, palettes, transparency and per-line effects, and on top, text and panels at 480×320.

  • Worlds

    Mode 7, first person in the style of Wolfenstein 3D, swarms of hundreds of bullets, grids and levels drawn in Tiled.

  • Sound

    Sound effects made from recipes or from numbers, four synth voices like the Game Boy Advance's, music in layers that come and go, and .mod modules of up to 32 channels.

  • The studio

    New

    A step sequencer inside the audio: tracks of sounds and an acid bass like a TB-303's, with echo, reverb and Lo-fi GBA. Every step sounds on its exact sample, and a new pattern comes in right on the next bar.

  • The console

    Touch screen, microphone, the LED and the battery, video from the card and games between nearby consoles, no router.

  • For coding

    Lua, with libraries built in: physics, particles, stories, a keyboard and the adventure kit. Games save without freezing, and a script tests every game by itself.

Twelve looks, one engine

Each cartridge is a playable example that follows its console's rules: resolution, colours, layers. Play with the keyboard (arrow keys, Z and X) or the on-screen buttons on a phone. The fps figures were measured on the real console, during play.

  • A Neo Geo fighting game: two big fighters on a pier at sunset

    1990 · huge fighters

    Neo Geo

    One-on-one fighting on a pier at sunset.

    • 60–61 fps on the console
    • AI-generated art
  • A CPS2 fighting game: fifteen-colour fighters on a perspective floor

    1993 · fifteen colours per fighter

    CPS2

    Fighting on a perspective floor drawn in bands.

    • 60–61 fps on the console
    • AI-generated art
  • A platformer in four shades of green, full screen

    1989 · four greens, full screen

    Game Boy

    A platformer in the Game Boy's palette, full screen.

    • 58–61 fps on the console
    • drawn with code
  • A ZX Spectrum room: two-colour blocks, a miner and a guardian

    1982 · two colours per block

    ZX Spectrum

    Complete with tape loading, coloured stripes and all.

    • 41–62 fps on the console
    • drawn with code
  • A PICO-8 brick breaker in sixteen colours

    2015 · 128×128 · sixteen colours

    PICO-8

    A brick breaker in this fantasy console's palette.

    • 47–60 fps on the console
    • drawn with code
  • An LCD handheld: a cook catching eggs, each figure either on or off

    1980 · figures that light up

    LCD handheld

    A cook catching eggs, moving figure by figure.

    • 60–61 fps on the console
    • drawn with code
  • A gothic castle hall: glowing candles, a ghost and a huntress with a whip

    1997 · 256 colours, translucent lights

    PlayStation · Saturn 2D

    A castle at night: glowing candles and a see-through ghost.

    • 60–61 fps on the console
    • AI-generated art
  • A 16-bit platformer: chequered ground and a sea that moves line by line

    1991 · speed and per-line scrolling

    Super Nintendo · Mega Drive

    A very fast pangolin and a sea that moves line by line.

    • 40–59 fps on the console
    • drawn with code
  • A vector game: glowing lines on black

    1979 · only glowing lines

    Vector

    Rocks and a ship made of lines on black.

    • 61 fps on the console
    • drawn with code
  • A Game Boy Advance platformer with parallax mountains and water

    2001 · layers, sprites, rippling water

    Game Boy Advance

    Parallax mountains, see-through water and coins.

    • 61 fps on the console
    • drawn with code
  • A vertical shoot-'em-up on a rotated screen: you hold the console on its side

    1985 · rotated screen

    Vertical arcade

    A shoot-'em-up to play with the console on its side.

    • 30 fps on the console
    • drawn with code
  • A first-person maze: stone corridors and a ghost

    1992 · Wolfenstein 3D style

    First person

    A maze seen from inside, with ghosts and gems.

    • 38–60 fps on the console
    • drawn with code

No coding · in the browser

The editor

Draw your characters pixel by pixel, paint the maps, set the rules with blocks and play straight away. Start from scratch or from a template such as Abella or LÍNEA 0.

  • Console look Game Boy, Game Boy Advance, PICO-8, ZX Spectrum or 16-bit, with its colours and font
  • Drawings that move pixel by pixel, from the front, the side and the back, with animations to walk, take a hit or do up to six actions
  • Rules with blocks lives, countdowns, dialogue, turning towards someone, saved high scores and blinds between levels
  • Sound effects from recipes, music composed on a grid, or a .mod
  • To the console over the USB cable, or as a .zip for the microSD card
  • In three languages castellano, català and English
LÍNEA 0, a Game Boy Advance game made entirely in the editor, recorded live: drawings, maps, rules, then play. The building is sped up eight times; the playing is at real speed.

The ladder: five requests

From simplest to hardest. A clean clone of the repository, one request at a time and no questions answered: Codex read AGENTS.md, built the engine, followed the recipe for the look and wrote a script that plays its game, iterating until it passed. Each game was then measured on the console, running that script. Codex 0.155 with gpt-6-sol, medium reasoning. (The requests were written in Spanish and are translated here.)

1 · Paletes3 min 30 s · 61 fps
2 · Ratón de biblioteca4 min 49 s · 59 fps
3 · Oxígeno 48K5 min 2 s · 30–60 fps
4 · Museo de medianoche6 min 8 s · 42 fps
5 · Ardilla Relámpago18 min 34 s · 59 fps
  • Paletes, in vector lines: two paddles, the ball and the score

    Level 1 · Vector

    Paletes

    Make me a Pong game against the console: two paddles, a ball and a score, first to 7 points. Don't ask me anything, you decide.

    • 3 min 30 s
    • 29 commands
    • 73k tokens
    • 61 fps on the console

    No touch-ups.

  • A mouse jumping between library shelves, in four shades of green

    Level 2 · Game Boy

    Ratón de biblioteca

    Make me a game with a Game Boy look: a mouse that roams a library, jumping between shelves and picking up bits of cheese, with cats on patrol. Make it work and look good. Don't ask me anything, you decide.

    • 4 min 49 s
    • 29 commands
    • 78k tokens
    • 59 fps on the console

    Touched up afterwards: full screen, without the console bezel.

  • The loading screen: an astronaut with an oxygen tank in front of a space station

    Level 3 · ZX Spectrum

    Oxígeno 48K

    I want a game with a ZX Spectrum look, including its tape loading screen: an astronaut on a space station collecting oxygen tanks before the air runs out, dodging robots. Don't ask me anything, you decide.

    • 5 min 2 s
    • 40 commands
    • 104k tokens
    • 30–60 fps on the console

    Touched up afterwards: the title screen's title, and the text kept inside its boxes.

  • A first-person museum corridor with a painting at the end

    Level 4 · First person

    Museo de medianoche

    Make me a Wolfenstein-style first-person game: a museum at night where you look for five stolen paintings while dodging the guards. Don't ask me anything, you decide.

    • 6 min 8 s
    • 33 commands
    • 84k tokens
    • 42 fps on the console

    Touched up afterwards: the text on the end screen.

  • A squirrel running along a coast with palm trees, hills and the sea

    Level 5 · Mega Drive

    Ardilla Relámpago

    Make me a speed platformer with a Mega Drive look: a squirrel running along a coast with ramps and loops, several background layers scrolling at different speeds, the sea in the background rippling line by line, enemies and fruit to collect. Make it run fast and look good. Don't ask me anything, you decide.

    • 18 min 34 s
    • 102 commands
    • 252k tokens
    • 59 fps on the console

    Three requests: the game (4 min 41 s), its AI-generated art (10 min 8 s; it then ran at 30 fps), and getting it to 60 fps on the console with its own ground layer (3 min 45 s). No touch-ups by hand.

Send it to the Library

When your game is ready, send it with the form: a robot opens it and plays it for ten seconds, and once we have reviewed it, it can be played on the site and downloaded for the console.

Tutorial, from your game to the Library: download the .zip from the editor, fill in the form and attach it; a robot checks it and, once it's approved, it's playable here. Waiting times sped up.

Is something of yours here without your permission, or something that shouldn't be here? Ask us to take it down (opens in a new tab).