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Janos Biro

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A member registered Sep 18, 2017 · View creator page →

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https://janosbiro.itch.io/colorhex

This is my attempt at creating a more light-hearted and easy-to-play game. It is currently only available in Portuguese, but it is a simple Twine game with a basic inventory system. It is dedicated to my three nieces, who are all under five years old. I hope that one day they will play it. I was inspired to create the game one day when I bought paint for the eldest and taught her how colour combinations work. The game also features some concepts from Goethe's colour theory.

I come from a planet where people never defined games as something that has graphics and sounds. In fact, they believe that this limits the gaming experience. I create games for my people, even though they are rare.

Most people alive today would probably think that a society without buildings or electricity has flaws and lacks something. However, this way of life is destructive and will soon come to an end. So I don't think their opinion matters. Similarly, the era of computer games will soon be over, and games will forever be what they were for millennia before computers. I prefer to think that I make games that are a little less limited by the fragile technological bubble of civilisation.

Thanks. It really is very linear because it is based on a piece of text, and not thought as a game from the start.

Thanks for the comment.  the lack of graphics and audio is a feature, and so is the difficulty to understand what to do. I come from the tradition of interactive fiction,  so when I think about a game, I think about text, mostly. Graphics would limit a lot what can be imagined, and sounds too, they are mostly annoying to me. I make games that I would like to play, thats why I don't use graphics or audio very much. 

And the writing here comes from Bertolt Bretch, not me.

Thanks for your comment. I won't be adding graphical UI though. Too much work and I preffer text.

Looks great. I'll try it out. Thanks.

I'm thinking about making a Brazillian Portuguese game, will that be a problem?

Had some fun. Clever.

Great game.

https://janosbiro.itch.io/if-sharks-were-men

An idle game inspired by Bertolt Brecht.

Truth. I should have added more chaos to it. But in the end, the chaos didn’t come naturally as I expected, and coding chaos isn’t as easy as I thought it would be. Maybe it’s just a few lines of code away, but I confess I didn’t know how to do it. The fear of breaking the game, even though it was supposed to be broken, spoke louder.

I made this game in less than 72 hours for the Patch Notes Jam 2025. The idea was to create an idle game based on a story by Bertolt Brecht. It’s an idea I had some time ago, but I had never made an idle game before and didn’t know if I would manage to make something playable. The game is short, but it was easier than I expected. There isn’t much chaos here, I admit, but I think the game gets the message across.

It is a broken wild experiment for me, something I had been thinking of doing but had no idea what it would look like.

I’m developing a space survival game using Twine. The interface combines elements of Bitsy and Twine, featuring 1-bit graphics on an 11x11 map. It’s based on a text game that I created in 2020, which was inspired by a friend’s tabletop role-playing game (TTRPG).

I started working on the game in 2023, but then stopped halfway through. In 2025, I joined the 7DRL challenge and attempted to create a roguelike game with 1-bit graphics in Twine, but unfortunately it didn't turn out very well. I recently started programming again and have been trying to finish Fully Automated Space Capitalism.

Some ideas had to be cut, but many others were included and improved. Currently, there are around 20 activities you can perform on a planet, ranging from collecting scraps to betting on robot boxing matches. The game draws inspiration from Star Wars, Fallout and The Outer Worlds. You must eat to avoid starving and rest to avoid becoming exhausted. There is also a ship that can be upgraded and a ship combat system.

I created a quest system and central storyline for the game. This is based on my experience with anarchist collectives. I’m happy with how it turned out and am now testing it to fix any problems and tweak the systems. The game is almost ready to play, and if all goes well, I should be able to release it soon. I would love to hear your thoughts!

My game is almost finished. I just need to test it and make some final changes, but the story is complete. It's a space survival game called Fully Automated Space Capitalism (FASC). The interface is a combination of Bitsy and Twine, with 1-bit graphics on a 11x11 map. It's based on a text game I made in 2020, which was inspired by a friend's TTRPG.

I started working on it in 2023, but then stopped halfway through. At that point, the game still didn't have a story or a quest system, and there was a problem with the map. However, most of the random planet generation features were already working. In 2025, I joined 7DRL and tried to make a roguelike with 1-bit graphics in Twine, but it didn't work out very well. This made me stop programming for a while. I started programming again in August 2025 and tried to finish FASC.

Once I had solved the problem with the map, I started improving and creating the things you can do in the game. Some ideas had to be cut. Right now, there are about 20 different activities you can do on a planet, from finding scraps to betting on a robot boxing match. The game is inspired by Star Wars, Fallout, and The Outer Worlds. You must eat to avoid starvation and rest to avoid exhaustion.

Recently, I have created a quest system and a central story for the game. This is based on my experience with anarchist collectives. I was happy with how it turned out, and now I'm testing it to fix any problems and tweak the systems. The game is almost ready to play, and if everything goes to plan, I should release it soon. I would really like to hear your thoughts.


Project name: Fully Automated Space Capitalism

Description: A minimalist science fiction survival RPG created in Twine, where you can travel with your ship, explore planets and follow a story with about 10 quests.

When you started the project: 2023. It started as a version with graphics from another game I made in 2020 called Space Snacks. I stopped halfway through after some problems with the map and resumed development in August 2025, after spending some time trying to overcome the fiasco that occurred in my attempt to make a roguelike for 7DRL.

Personal due date: By the end of september I should have someting playable.

Thank you for testing the game and for your thoughtful feedback. I appreciate you taking the time to write your detailed impressions.

The low hit rate is something I’ve been planning to change. I agree that repeated misses can break the rhythm and become frustrating. The problem is the translation of a table top system to a computer game. 

The idea of adding randomized opponent descriptions is excellent. I also like your suggestion of brief narrative interludes between fights or optional goals to guide progression.

As for the sound design, stylising the UI or even just changing the font is something I could do, but I haven't thought about it yet.

Thanks again for your support and encouragement.

Thank you for your honest feedback. I appreciate your constructive criticism.

Medieval Pits is a collection of three short text-based games set in a grim, low-fantasy medieval world, focusing on the brutal underground fighting pits.

https://janosbiro.itch.io/medieval-pits-game

Medieval Pits is a collection of three short text-based games set in a grim, low-fantasy medieval world, focusing on the brutal underground fighting pits. https://janosbiro.itch.io/medieval-pits-game

I'm looking for feedback on the overall design, mechanics, and user experience. Specifically, I'd like to know: Are the combat mechanics, leveling system, and resource management balanced? Is the text-based interface clear and easy to navigate? Are the instructions and feedback provided during gameplay sufficient for players to understand what’s happening? Are the descriptions and narrative elements immersive enough to draw players into the setting? Does the game offer enough variety and incentives for players to replay it? Are the achievements, different backgrounds, and motivations enough to encourage multiple playthroughs? Are there any noticeable bugs, glitches, or performance issues in the game? Does the game run smoothly, especially during combat? Is the game accessible to players who may not be familiar with text-based games? Are there any barriers to entry that could be improved? 

Any other thoughts, suggestions, or critiques about the game’s design, writing, or overall experience would be greatly appreciated.

I didn't make much progress yesterday because it's Carnival here in Brazil. My friend invited me out for a drink, so I went. But I'm making progress on the map. I managed to get the map to appear and the character to move around the map. I've done this before for Twine, but since I'm not a programmer and I make things work by trial and error, any change ruins what was already working, and it took me a long time to get the code working again. Now I'm working on random map generation and will post screenshots soon.

Making a roguelike without a roguelike library is fun because I love trying to invent systems on my own, but I spent the whole day trying to solve a problem in 5 lines of code to calculate the weight of items! I made little progress in generating the map, but I had an idea of how it could be done. I also solved a problem in the map code for another game I'm making.

I'd already created some code to generate cave maps. The idea was to start with everything filled with "walls" and randomly dig from one random point to another until everything looked like a cave.

But for the tower, I need a code that generates straight maps made by architects. I have a few ideas and I'll continue tomorrow.

Devlog update here

In this update, I share the progress in the first day of development. I have the story and the character creation part. The story revolves around the Tower of Babel, where an attempt to reach the heavens resulted in the fragmentation of languages and the loss of the ability to communicate. The reality of the tower became distorted and some people turned into aberrations. A wizard attempted to control the curse by writing the Malscriptum, an unholy book that drives readers mad. In the game, players explore the levels of the tower, searching for scattered scrolls to reverse the curse. Character creation involves choosing a class and origin, with each origin granting special abilities and skill bonuses. The next step is to create a random map generator.

I'm thinking about going solo and try to make a roguelike using only Twine/SugarCube, with no library. Why? For the fun of the challenge. I've being thinking about it for a long time. I've made the first steps to a roguelike in VB years ago. I've being making turn-based combat games using Twine/SugarCube. I guess I'll try.

Hello everyone! I’m looking for testers for Medieval Pits, a text-based turn-based combate game made in a dark low-fantasy medieval setting, made entirely in Twine/SugarCube by a single person. It’s divided into three interconnected games: Create a fighter and battle in the arena. Manage an arena by buying fighters. Pick an arena owner and one of their fighters to explore underground tunnels to confront the Pit Master.

I need help finding bugs (especially with character saving) and improving the gameplay. If you're up for testing, send me a message, and I’ll share the link.

Hello everyone! I’m looking for testers for Medieval Pits, a text-based turn-based combate game made in a dark low-fantasy medieval setting, made entirely in Twine/SugarCube by a single person. It’s divided into three interconnected games: Create a fighter and battle in the arena. Manage an arena by buying fighters. Pick an arena owner and one of their fighters to explore underground tunnels to confront the Pit Master.

I need help finding bugs (especially with character saving) and improving the gameplay. If you're up for testing, send me a message, and I’ll share the link.

Hello everyone! I’m looking for testers for Medieval Pits, a text-based turn-based combate game made in a dark low-fantasy medieval setting, made entirely in Twine/SugarCube by a single person. It’s divided into three interconnected games: Create a fighter and battle in the arena. Manage an arena by buying fighters. Pick an arena owner and one of their fighters to explore underground tunnels to confront the Pit Master.

I need help finding bugs (especially with character saving) and improving the gameplay. If you're up for testing, send me a message, and I’ll share the link.

Looks nice. Promising. 

I’ve finished the first playable version of Medieval Pits, and I need people to test it. It’s a text-based game divided into three small games:

In the first, you create a fighter and compete in the arena.

In the second, you manage an arena by buying fighters created in the first game.

In the third, you choose one of the arena owners from the previous game and one of their fighters to explore the underground tunnels—either to kill the arena owner or betray your companions.

If you're interested in testing it, send me a message, and I'll send you the link!

https://janosbiro.itch.io/anastasis


Explore the history of civilization, analyze its pros and cons and decide the future. YOU ARE THE KEY.

This is a 15,000-word work of interactive fiction written in Twine.

Could this be the orbit of a planet with two suns?

That was an interesting opinion that I do not share. 

I have included some tips that will help with the guessing, but I cannot update until the jam is over. I will quote them here: When you try the seed gate, Anastasis will say: You should start at the end and work backwards. 

It’s probably a design oversight on my part. I should have made it clearer . In the first terminal, there's a text about technology that repeats the same term three times—that term is the password for the circuit gate. Thanks for the feedback; I’ll work on making these clues more intuitive!

Beautiful game, very good for beginners,

Thank you for your feedback, NilsK!

I'm glad you enjoyed the concept and the presentation! You can press the spacebar to skip the typing effect.

Could you let me know more about where you got stuck or what was unclear? I'd love to help and see if there's something I can improve.

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In that case, I'll change the cover image just in case. Thanks. EDIT: done.

I don't think so, but is it against the rules to use IA-generated images on the cover? I mean, it's not really a game asset, just a promotional image that could easily be changed without affecting the game.

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I found it in a collection of free to use avatars and edited on Canva.

Can I publish a pt-BR version of this game?

https://janosbiro.itch.io/jerusalem

This is the complete Jerusalem text adventure from Talos Principle: Road to Gehenna, extracted from the game files and converted into a Twine game for the reader's convenience. It should be noted that the content may contain spoilers from the original game.