Thanks for taking the time to write all of this! I really appreciate the detailed feedback, and thanks again for participating in the jam and watching the stream.
Regarding the voting, I actually think it’s valuable even if not everyone rates every game. More ratings always help create a broader picture of how the community felt about the entries, even if some scores end up being similar or if the total number of votes isn’t huge. Every opinion adds something, so I’d definitely encourage everyone to keep voting.
About removing the Open in Editor button: I completely understand why you’d want that option, and I think it makes sense to let developers decide. I’ll add an option in the editor to hide that button when exporting a game.
That said, I just want to clarify one thing regarding asset or game theft. Unfortunately, hiding the editor doesn’t really prevent it. Since TRS games run entirely in the browser, anyone determined enough can still download the assets or even recreate the entire game structure and upload it somewhere else. That’s an inherent limitation of web games in general, not something specific to TRS. So having or not having the “Open in Editor” button doesn’t really change that reality.
On the other hand, your comment reminded me of something I’ve been wanting to add for a while: an Asset Export/Import feature. That way creators can easily reuse their own sprites, tiles, portraits, etc. across multiple projects instead of having to redraw all their pixel art every time they start a new game.
Regarding the boss situation, I understand your point, but there’s another issue with just leaving it as is. If the boss disappears while its trigger hasn’t been activated yet, reviving doesn’t really make sense because the player is forced to restart anyway. So I’ll make a small adjustment, but instead of automatically activating the trigger when you die, the boss simply won’t disappear after defeating the player. That way, if you revive, you’ll have one more chance to defeat it, and if you don’t have a resurrection available, the experience remains essentially the same.
I’m also glad you enjoyed the BGM support, the tutorials, and the stream! And yes, André is Brazilian like myself, but makes most of his videos in Portuguese. I just tend to use English more often I think, but I believe he’d be happy to join me in a video fully in english.
Finally, thank you once again for joining the Tiny RPG Jam, for the thoughtful feedback, and for watching the video. Feedback like yours really helps shape the engine. Stay tuned—there are plenty more updates and features coming soon!