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.
CAUTION: The source release isn't a perfect match for the version on Itch.io.
CAUTION: The source release hasn't been kept up to date with the version on Itch.io.
Last I checked, this appeared to only support Unity for engine-specific exports. Any coders interested in fixing that?
Make base meshes very quickly and easily without having to be a Blender expert.
Graphically generate worlds which can then be exported to TADS, Inform, etc. source code.
Could be useful for a stats-heavy genre like some kind of simulation or turn-based strategy game.
Makes Banjo-Kazooie-style voice audio which is obviously gibberish but has a cadence that matches the text.
Lets you make actual Gameboy ROMs that'll run in any emulator or flash cart.
Intended as a toy, but you could patch-panel the output into a sound recorder.
Add this to your Ren'Py project to get a proofreading overlay.