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Janos Biro
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Normally the 2 players mode of this game can only be played locally with two people sharing the same device. However, you can improvise an online match using remote screen sharing through free programs like Parsec.
To do this, follow these instructions:
Both players must create their accounts, download Parsec, and install it: https://parsec.app/
One person needs to be the "host" and the other the "guest". The game will run on the host’s device and be shared with the guest. You can use Discord, Parsec itself, or another app to communicate during the game using a microphone.
Share your screen using Parsec and send the link to the other player. When they click the link, accept the connection and click on “Guest” to enable the guest’s mouse. You will now share control of the mouse on the screen. Optionally, you can also share the keyboard so the other person can type their own name in the setup screen.
Start the game, enter the players’ names and make sure "Computer?" is not checked. Then click to start the battle.
Players will take turns. Player 1 always starts. Since the screen is shared, players will be able to see each other’s turn.
You can find other players here: https://discord.gg/uQPWHkA8gF
The Fool's Tarot battle mode is a card combat game in the style of Magic: The Gathering. Normally, it can only be played locally with two people sharing the same device. However, you can improvise an online match using remote screen sharing through free programs like Parsec.
To do this, follow these instructions:
Both players must create their accounts, download Parsec, and install it: https://parsec.app/
One person needs to be the "host" and the other the "guest". The game will run on the host’s device and be shared with the guest. You can use Discord, Parsec itself, or another app to communicate during the game using a microphone.
Share your screen using Parsec and send the link to the other player. When they click the link, accept the connection and click on “Guest” to enable the guest’s mouse. You will now share control of the mouse on the screen. Optionally, you can also share the keyboard so the other person can type their own name in the setup screen.
Start the game, click on Battle, enter the players’ names, and choose each player’s suit. Then click to start the battle.
Players will take turns. Player 1 always starts. Since the screen is shared, players will usually be able to see each other’s hand, but you can agree to “look away” during the other player’s turn if you are connected via audio.
I tested it in a match and it worked well, and it was quite fun.
You can find other players here: https://discord.gg/uQPWHkA8gF
O modo de batalha de Tarot do Tolo é um jogo de combate de cartas no estilo Magic: The Gathering. Normalmente, só tem como jogar presencialmente com duas pessoas compartilhando o mesmo dispositivo. Porém, dá pra improvisar uma partida online usando compartilhamento remoto da tela via programas gratiuitos como o Parsec.
Para fazer isso, siga as instruções:
As duas jogadoras devem criar suas contas, baixar o Parsec e instalar: https://parsec.app/
Uma das pessoas precisa ser a "host" e a outra a "guest". O jogo vai rodar no dispositivo da host e será compartilhado para a guest. Vocês podem usar o Discord, o próprio Parsec ou outro aplicativo para conversar entre si durante o jogo usando o microfone.
Compartilhe sua tela usando o Parsec e envie o link para a outra jogadora. Quando ela clicar no link, aceite a conexão e clique na Guest para habilitar o mouse da Guest. Vocês agora compartilharão o controle do mouse na tela. Opcionalmente você pode compartilhar também o teclado para deixar a pessoa escrever o próprio nome na tela de configuração.
Inicie o jogo, clique em Batalha, entre o nome das jogadoras e escolha os naipes de cada uma. Depois, clique em iniciar a batalha.
As jogadoras irão revezar turnos. A jogadora 1 sempre começa. Como a tela é compartilhada, as jogadoras normalmente verão a mão da outra jogadora, mas vocês podem combinar de "olhar para outro lado" durante a vez da outra jogadora, se estiverem conectadas por áudio.
Eu testei numa partida e funcionou bem, e foi bem divertido.
Você pode encontrar outras jogadoras aqui: https://discord.gg/uQPWHkA8gF
Outra coisa que pode acontece no jogo: Se você substituir todas suas partes humanas por partes cibernéticas, você se torna um robô. Como robô, você não sente fome e nunca se cansa, e pode se reparar com as multi-ferramentas, mas não pode mais comer lanches, se curar com o kit médico ou fazer modificação corporal. Aqui uma foto de um personagem que virou robô durante um jogo:
Nota: Quando você vira robô, não pode mais se regenerar ao morrer, o que significa que a morte é permanente. Quando você explora uma área selvagem, existe uma pequena chance de encontrar um robô danificado, que você pode usar para extrair sucata ou ajudá-lo usando as multiferramentas. A ideia é que muitos desses robôs um dia foram humanos. O capitalismo espacial totalmente automatizado é cheio de cadáveres escondidos do que um dia foram seres humanos...
A exo-armadura é o item mais difícil de conseguir nesse jogo. Você só a consegue abrindo o cofre numa sede de corporação, o lugar mais difícil de explorar, e o puzzle mais difícil para abrir o cofre, envolvendo matemática. Minha foto com minha exo-armadura:

Sim, eu me divirto muito jogando meus próprios jogos. Eu crio eles para eu mesmo jogar.
Você também conseguiu algo difícil nesse jogo? Mande a foto.
Hello. My name is Janos. I’m an activist and Twine game creator from Brazil, and I’m very excited about this jam. My first Twine game was made for an anti-fascist game jam, and I also took part in a Brazilian podcast called Ataque, which focuses on videogames and left-wing politics.
I’ve made a few anarchist and anti-capitalist games, such as Fully Automated Space Capitalism, a survival game set in a galactic post-apocalypse where you struggle against the automated systems of corporations whose owners have fled to another galaxy.
I enjoy creating text RPGs with minimalist graphics, and I hope I can come up with a good idea for this jam. Thank you for hosting such a wonderful jam.
Se você quiser, eu também posso fazer uma versão em inglês mais calorosa e informal, mais adequada para fórum de jam.

After mega-corporations colonized and exploited every planet in the galaxy there was a crisis of resources. The few humans that survived wander from planet to planet in search of the only thing left to eat: highly processed snacks. The life of the entire galaxy is almost gone.
Welcome to Fully Automated Space Capitalism.

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 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.
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.































