
Nymble 2 Demo
Nymble 2 is a turn-based puzzle platformer inspired by the classic fairytale Jack and the Beanstalk, where every step and every jump matters. Outsmart cute monsters, traps, and hazards as you navigate pocket-sized levels packed with strategic decisions.
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 composed by a classically trained musician
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, PC, and Mac.
Want more? Nymble 1 is already out for iOS.
| Updated | 2 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 4.5 out of 5 stars (93 total ratings) |
| Author | xalezar |
| Genre | Puzzle, Action, Platformer |
| Made with | GameMaker, Aseprite |
| Tags | Cute, Fantasy, Indie, Monsters, Music, Pixel Art, Puzzle-Platformer, Turn-based |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
| Links | Steam, Twitter/X, YouTube, Instagram, Homepage |
| Content | No generative AI was used |
Development log
- How Nymble 1 Started (and Why It Still Matters)3 days ago
- v0.2.2.2 – Audio polish, animation tweaks, bug fixes11 days ago
- Steam launch – v0.2.2.0 – new backgrounds, new UI17 days ago
- Piano Arrangement: “Overture” from Nymble 221 days ago
- Nymble 2 is coming to Steam (PC + Mac)32 days ago
- v0.2.1.5 — Fixed star count, graphics glitches40 days ago
- v0.2.1.4 — Firefox crash + lag fix (HTML5 runtime issue)44 days ago
- Nymble 2 gets its first editorial coverage45 days ago










Comments
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que gran juego felicidades
I LOVEDDD this game, it's sooo beautiful, sad that I'm not smart enough for this type of game but its reallyy good !!
Thanks! I'm glad you love Nymble 2. The background art was recently updated and I'm pretty happy how it's turned out.
Puzzle games aren't for everyone, but I'm glad you gave it a try!
This is super cool game i love everything my only copmplaint is that the puzzle length are too short to my opinion, wish each puzzle level would contain 2 or 3 puzzles
Hey, thanks for your feedback! The game was originally meant for mobile, and hence the "pocket-sized levels". I've had some mixed feedback on the level sizes, so making more of them bigger is something I've contemplated. Level 20 gives you a taste of what a larger level feels like.
Thanks for playing!
excellent!!
Great pixel graphics. The game is simple and fun.
Thanks, glad you enjoyed it!
THIS WAS AMAZING!!!!! I LOVE IT! Looking forward downloading the full game! Will this be available for android?
Thanks! I'm glad you love Nymble 2! 😊
At the moment, the game is planned for iOS, PC, and Mac. There are a few complications involved with releasing paid games on Android, so it isn't planned for the immediate future. But I really appreciate the interest and support.
Cool game! Completed all demo, had fun! :)
Thanks for playing and congrats for finishing it! Glad you had fun.
Really, if it wasn't AI assistanted then i would've recommend it.
I think there really needs to be nuance in this topic. I’d say only 3-5% of this game was AI assisted.
I used AI to help form the basis for some very specific algorithms, like special case path-finding, or brainstorm coding approaches to a new problem. I then refined the output and made it my own.
The AI background art pieces are temporary to get the project going, and I have recently hired an artist to replace them. Good artists are expensive and I literally saved up money to afford his services. I hired him once I knew this game had a chance.
All of the music is original. I am a classical musician with over 25 years of training who taught himself game dev just so I could get a chance to achieve my dream of being a game composer.
Does that change your perception of my game?
"Good artists are expensive"
Wow, that's low even for your sorry ass.
why so hostile?
I dunno, why are you so stupid to ask that?
You really shouldn't engage any further with an online troll seeing he didn't even comprehend the fact that you hired an artist...
couldn't you have used the regular internet for learning those algorithms? there are resources available for you, you don't need to use AI to learn that, and I really hope you didn't just copy-paste AI code into your game.
also, you didn't have to use AI art assets either lmao. even if you didn't have an artist at the time there's so many creative workarounds you could have taken, especially considering it's JUST placeholders and placeholders don't need to look great.
where is ai used?
Please see my reply above.
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.
The update is here! You can turn off screen shake in the settings screen.
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.
Looking forward for the update then!
Music is truly something incredible, I'm glad you thought of sharing it this way!
(Looking forward to your nexts projects too, once this one is finished)
Hey, just updated the demo. Most of the background artwork is new. :) Let me know what you think.
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. :)
this game so fun n cute, i love pixel art!
Thanks!
Really enjoyed this game to be honest!!!
Glad to hear that!
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.
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.
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!
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. 😉
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
cool game yo i like thoseee old retro game style
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!
Cool game
Thanks
no problem. Give my game a shot whe you got time Brainrot Bazaar
Thanks again for the video!
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.
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. 😎
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
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
The game is great.
This game is awesome!
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.)
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.)
GG, Game very chill I like
The new gameplay! Peak
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.)
Really good puzzle! Nice work!
Thanks so much!
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.
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!
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.
The graphics are very good and the gameplay is strategic with a good challenge.
Thanks! Glad you liked the graphics and challenging gameplay.
Very fun and engaging!
Glad to hear that—thanks!