Nymble 2 is a turn-based, puzzle-platformer where every step and every jump matters. Navigate pocket-sized levels as you out-smart cute monsters, traps, and hazards.

Find the seedling, plant it in the soil, and climb the beanstalk to the next level!


Features:

  • Turn-based action requiring careful planning and deliberate movements
  • 100+ hand-crafted pocket-sized levels across several vibrant worlds in a colorful pixel-art aesthetic
  • Special boss levels featuring massive rogue-like dungeons, that lead to a challenging turn-based boss fight
  • Unique monsters with distinct movement and abilities—some may even come in handy
  • An original orchestral soundtrack by a classically trained composer

Move one step, or jump over obstacles to move two. Plan carefully—enemies that can reach you will act immediately after your turn. Earn up to three stars per level by blooming flowers and defeating enemies as you find your own path to the goal.

Coming to iOS 2027 (PC & Mac TBA)


Want more? Nymble 1 is already out for iOS.

Nymble 1 for iOS

Nymble 1 for iOS available on the App Store

Soundtrack | Website | X (Twitter) | Aalasteir Interview

Updated 4 days ago
Published 29 days ago
StatusIn development
PlatformsHTML5
Rating
Rated 4.5 out of 5 stars
(76 total ratings)
Authorxalezar
GenrePuzzle, Platformer
Made withGameMaker, Aseprite
TagsCute, Fantasy, Indie, Monsters, Music, Pixel Art, Puzzle-Platformer, Roguelike, Turn-based
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse, Touchscreen
LinksTwitter/X, YouTube, Instagram, Homepage
AI DisclosureAI Assisted

Development log

Comments

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Viewing most recent comments 1 to 40 of 64 · Next page · Last page
(+1)

really cute art and chill puzzles! The only thing that bothers me is how much the screen shakes, especially when the stars pop up on the score screen.

Thanks for playing! Really appreciate your feedback on the screen shake. A few other players have actually commented similarly, so I've implemented a setting to turn it off; will be shipped with the next demo update coming out next month.

(+1)

   The mechanics are beautiful and quite clever, I love how different enemies interact with the field and puzzle, from the moving planting terrain to the spider leaving a tray of webs preventing jumps from tiles. Also loved the consequential puzzle you have to make your way trough to reach the boss on the boss level. 

   The only suggestion I have for this or future games is maybe to evaluate the possibility of making some levels with bigger of differently shaped puzzle maps: I think some mechanics, like the fish, for example, could really exploit theme and while the current 5 by 5 game field, combined with all the different types of tiles and enemies allows for almost infinite unique scenarios and puzzles, sometimes it could give the impression of being a bit repetitive.

   The graphics are beautiful, with somewhat cute sprites and nice classic dungeon-crawler tiles, with the amazing slightly animated backgrounds: nobody could not love them and they really fit well with the concept of the game.

   Finally, the music is magnificent. Soundtracks and ambience noises are very pleasing and immersive, with appropriate sonority and sounds for each biome and somewhat of a Final Fantasy vibe.

Hey thanks so much for your detailed feedback.

Yeah I really tried to make this game stand out from your typical sokoban-style game, by having the enemies actually move based on how you move.

Thanks for your suggestion on the larger maps. As you've seen, the boss levels do give you a bigger map to traverse, but it's only every 20th level to give the player something to look forward to. But I'll think about that. Maybe every 5th level can be a medium-sized one. Who knows.

Glad you enjoyed the artwork. The backgrounds are currently placeholders. I've hired a pixel artist to redo them all for a more consistent style. You'll see them next month, when I update the demo again.

I'm so happy you noticed the music. It's what motivated me to get into game dev, as I needed a way to showcase my skills in a more meaningful way to those looking for music. I would love to work on a Final Fantasy type game some day.

(+1)

really cute and the puzzle arent too easy nor too hard so its really relaxing in a way ! love it

Thanks for your feedback! Glad the difficulty level was just right for you. :)

(+1)

this game so fun n cute, i love pixel art!

Thanks!

(+1)

Really enjoyed this game to be honest!!!

Glad to hear that!

(+1)

I just played the game honestly really enjoyed it really enjoyed it.

Also, I sent you a DM on Instagram earlier. I’d really appreciate it if you could check it when you have time 😊

Hey, thanks for playing Nymble 2. Missed your DM earlier as Instagram didn't notify me. Saw it now though.

(+1)

Long time since i played a "Move the box" kind of game, it seems so far like a really good evolution. Guess at some point we might be able to get more items than seeds, also the Boss Idea is really great, hope you get some help with a trusted assistant of any kind to design the new mechanics. Could see this in the Mobile Stores with some Ads as a trade of for some currency, or as some Single Payment full Game. Wish you the best!

Hey thanks for trying out Nymble 2! 😊 Glad you enjoyed the boss concept. More than just seeds? Haha, you might be on to something there. I'm keeping things under wraps for now, but there will be quite a few surprises in the full version...

Yeah, I previously released Nymble 1 for iOS—it's already out. I used to serve ads, but it became a hassle to maintain, so I just made it a paid game with free "lite" version.

(+1)

What a neat idea for an action puzzle game! I though I wouldn't see new ideas in this genre but you surprised me with this. There a lot of potential with this concept and it seems you covered it nicely. Brilliant work!

(1 edit)

Hey, thanks for your feedback! Haha yeah, in most puzzle games, both feet stay on the ground. But in Nymble, you jump. Stay tuned for even more surprises the full game. 😉

(+1)

Hi xalezar — been playing through the demo, the turn-based "every

step matters" framing is doing a lot of heavy lifting and I think

it's underrated as a design choice for puzzle platformers.

Quick reach-out: I'm putting together Loom.Game, a small curated

showcase for AI-assisted games. The angle is workflow-deep — each

listing comes with the creator's notes on which AI tools did what

(art / code / audio / writing / level gen / etc.), so visitors come

out understanding *how* the game got built, not just *that* it did.

I saw the "AI Assisted" tag here and was wondering if you'd be up

for a short async chat about Nymble 2's workflow — and whether we

could feature the demo on Loom with the playable build embedded and

links back to nymblegame.com / itch / your socials. We're focused on

editorial depth rather than catalog volume; happy to time anything

we publish around the iOS / Steam launch windows if that helps you.

No pressure at all if it's not a fit. If yes, what's the best place

to continue — itch DM, your homepage contact, or X?

Hey thanks for checking out my game. Yeah I used a bit of AI behind the scenes to design some of the algorithms and placeholder content. Let's talk more on X: @NymbleGame

(+1)

cool game yo i like thoseee old retro game style

(+1)

ok heres my rating on the first world its very hard even tough it should be easy but its okay the flower enemies are kind of annoying and soft locks without using level reset is annoying and the demos frog boss was very cool 

Yes, the flower slimes do tend to block your way—part of the challenge is planning where to kill ‘em, so you can still reach the goal. 😎 Nice you were able to reach the boss; it’s not easy to get there. Thanks for playing!

(+1)

Cool game

Thanks

no problem. Give my game a shot whe you got time Brainrot Bazaar

(+1)

😊👍

Thanks again for the video!

(+1)

I like this. Relaxing. And satisfying when you solve a level. Good difficulty curve as you progress. I will note one very minor frustration. Parts of Level 20 are just traversing to the next puzzle room. Having to move one square at a time just to cover that distance after a death/reset is every so slightly annoying. I can't think of anything else I didn't like, though. The first three levels, I would say, are the tutorial. Level 4 is the first real puzzle (and it's appropriately gentle). But I remember playing the first three levels and thinking this game is too easy. Why am I getting three stars for doing essentially nothing? Maybe making it a little more obvious that the game is just teaching you in those first few levels would prevent cynical bastards like me from smirking. But then again, there's a lot to be said for showing rather than telling... Very nicely done overall.

Hey thanks so much for your feedback—glad the difficulty curve felt good.

Yeah, I see what you mean. The check points are always placed as separate rooms between puzzles rooms to kind of break the rhythm and function as architectural interest. But I see your point. Will see if I get more feedback on this from others.

That gives me an idea, regarding the tutorial levels. Maybe if I overlaid some arrows and stuff, it would feel more like a tutorial so first-time players won't think the game is too easy.

(+1)

This game is fun as i struggled alot but i feel so smart after

Glad you had fun! I made some of those levels really hard, so you should feel smart. 😎

(+1)

Dude how did you created it ,like which code and the graphics I wanna make too so just wanna know can you please say,I wanna learn in my mobile

(1 edit)

Hey, I am using GameMaker Studio for development, and Aseprite for pixel art. Probably best to use a desktop for game development though. A mobile phone isn't really the best for writing thousands of lines of code lol…

(Sorry for my late reply, your comment got filtered as spam.)

GOOD

i buy it

(+1)

The game is great.

(+1)

This game is awesome!

(+1)

I've completed the first 20 levels, and I really enjoy the game. It can be challenging to determine the right moves to make, but it's not impossible. I particularly liked the design of level 20; it feels like a summary of the past 19 levels. The game is fantastic, and I hope to finish it one day when the opportunity arises. 

Hey, congrats on getting past Level 20! The full game will feature several more of these larger "boss" levels. The demo will get updated from time to time, so feel free to follow my account for updates.

(Sorry for my late reply. Your comment got filtered as spam.)

(+1)

I cleared up to level 82. Nice graphics, music, and puzzles!!

I think it would be more immersive if there was a little more story or dialogue.

Thanks for playing! I'm glad you enjoyed all aspects of the game, especially the music, as that's why I got into game dev in the first place.

I have considered incorporating a bit of narrative into the game now and then, since it is based on the fairytale after all. Thanks for the suggestion!

(Sorry for the delay. Your comment got filtered as spam.)

(+1)

GG, Game very chill I like

(+1)

The new gameplay! Peak

(+1)

Parabéns pelo jogo incrível! Jogabilidade simples, objetivo bem definido e um "combate" estratégico e divertido.

Muito obrigado por jogar! Que bom que você gostou do design de combate haha. E você está certo, é definitivamente mais estratégico para um jogo de plataforma e quebra-cabeça. (Desculpe pela demora na resposta, sua mensagem foi filtrada como spam por algum motivo.)

(+1)

Really good puzzle! Nice work!

Thanks so much!

(+1)

damn this is so cool! it reminds me of bloxorz (the flash game) insane work! im curious if this is an in house engine or something like unity/godot…

Hey, thanks for your comments! Yeah, I know the game Bloxorz—it's the one where you try to get a 2x1 block to tumble into the hole, right?

Nymble is built in GameMaker Studio.

(+1)

a creature preventing jumps is a very interesting mechanic

Yup, planning ahead and predicting enemy movement become increasingly important as the levels get more complex. Thanks for playing!

(+1)

really enjoyed this!

Glad to hear that!

At first sight it looks cool isnt there like a standalone

Thanks, I’m currently working towards several standalone builds in 2027, including mobile and desktop. Nymble 1 is already out for iOS.

(+1)

The graphics are very good and the gameplay is strategic with a good challenge.

(+1)

Thanks! Glad you liked the graphics and challenging gameplay.

(+1)

Very fun and engaging!

Glad to hear that—thanks!

(+1)

i loved everything!!!!!! It was challenging enoiugh to wear you can have fun and have your brain get tickled through out thr process!!! Love the syle of the game and the music its very cozy and nostalgic!!!!! Overall 11/10 would recommend!!!!!!❤️❤️❤️❤️❤️⭐⭐⭐⭐⭐

(2 edits)

Thanks so much for your feedback! I’m glad to hear the game was challenging and fun at the same time. It’s awesome that you noticed the music—it’s what got me into game development. ☺️ which platform would you imagine playing this type of game on?

(+1)

im gonna by the game on macbook when it comes out

Thanks, that’s awesome to hear!

(+2)

Lovely game. Fun puzzles & mechanics. Nice graphics, sounds & music and controls. Also good and easy to understand tutorial without text. Only thing I personally would like, is an option to deactivate screen shake. And level 20: chefs kiss.

Thanks for playing and leaving your feedback! Appreciate the note on the screenshake customizability; I've seen as an option in other games. I'll keep that in mind for upcoming builds.

GOOD

(+1)

wow

(+1)

The credits :D Special thanks should also be "Vincent Lo" xD
But otherwise, nice game! :>

(+1)

Thanks!

(+1)

Nice

(+2)

Please put a price on it, it's really fun, congratulations, the soundtrack is wonderful and the pixel art is fantastic 🤩🤩🤩

(+1)

Thanks so much for your kind words! I'm especially glad you noticed the music too 🤩

iOS release is planned for 2027. I am preparing for Steam release on Mac and PC too. Stay tuned! 😎

(+1)

Uuuuh I can't wait for the desktop release!

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