OK, so you may have seen my collection of Libre Game Assets, but why do the tools also need to be Libre/Open-Source Software if you're not going to redistribute them anyway? Isn't freeware enough?
Here are some good reasons:
This is a list of tools (and demo apps you might want to incorporate source from into your games) that you can collect on a thumbdrive, take with yourself to a desert island, and give to a friend, all without any worries.
And, like with assets, if you like it, try to find a way to give something back. (If you can't afford to donate, maybe fix a bug or help to get them some free publicity.)
NOTE: As demonstrated by games like Ocean's Heart, you can publish commercial games made on GPLed engines, because the art assets don't count as derived works of the engine software. It's similar to how just because GOG.com sells classic adventure games (the AAA titles of their day) running in ScummVM engine (a replacement engine that's open-source) doesn't mean the game resource bundles are suddenly free to redistribute.
For people who prefer their dialogue databases in a format more akin to YAML instead of dragging around nodes in a visual editor.
...plus the libre entries in the author's recommendations for competing tools that do better in certain situations. (Dialogic, Twinejs, and Renpy, but not Visual Novel Maker.)
It supports exporting in two different formats, so it may be useful to someone.
An FCEUX fork reworked to be similar to how GOG.com configures DOSBox for their DOS games. (i.e. to pretend that your NES ROM is a native Windows game.)
Adds LAN lobby support to Godot's networking support.
Useful for moving meshes made in Godot to Blender for fancier work.
An API documentation generator for GDScript.
I haven't tried it, but I expect the non-Unity mode can be used with Godot's C# support.