Hi, what happened to our comments on your stolen asset on the thief pages?
I got an email with a notification of your reply, but our comments are not there anymore and the thief is still selling your asset?
New (Demo) Version uploaded to be played via browser.
VER. 0.27.0 03/08/2026 - 05/08/2026 ( Currently published )
- NEW: Added Loading Screen with Biim Games logo.
- NEW: Added Standard Bearer Logo and favicons. - NEW: Added Standard Bearer in the background of the Menu Screen and animated banner.
Give it a go and let me know what you think in the 'Feedback - What did you like and what not' thread.
If you find new bugs, post the game version and report them here: 'Feedback - Bug Report'
Soon there will be available versions to play the game for Windows, Linux and Android, followed by the PDF to play the game with your Wargame/RPG miniatures.
If you like the project, please consider to support it and share it with your friends!
Version 1.0.0 - 23/07/2026
- NEW: Added a warning text that the app will be discontinued on Google Play due to its privacy policies against developers and users.
- NEW: Added link to Biim Games page and Biim Games page on itch.io at the start of the app.
- UPDATE: Added a slight shadow to the Note Text and Dice Text to make it more readable when there is a background image.
- UPDATE: When the Dice Text is visible, the background image reduces it's opacity to 50% to make the text more readable.
New (Demo) Version uploaded to be played via browser.
VER. 0.26.0 16/07/2026 - 18/07/2026 ( Previously published )
- NEW: Added Tutorial.
- NEW: Added in-game window to display messages (at the moment used only for Tutorial).
Give it a go and let me know what you think in the 'Feedback - What did you like and what not' thread.
If you find new bugs, post the game version and report them here: 'Feedback - Bug Report'
Soon there will be available versions to play the game for Windows, Linux and Android, followed by the PDF to play the game with your Wargame/RPG miniatures.
If you like the project, please consider to support it and share it with your friends!
- NEW: Added Loading Screen with Biim Games logo.
- NEW: Added Standard Bearer Logo and favicons.
- NEW: Added Standard Bearer in the background of the Menu Screen and animated banner.
- NEW: Added Tutorial.
- NEW: Added in-game window to display messages (at the moment used only for Tutorial).
- NEW: Set up Map for Tutorial.
- NEW: Set up Spawn Troops Points for Tutorial Map.
- NEW: Adding Tutorial Button in the Scenario Menu.
- BUGFIX: Text during Game Over was changing when one opponent was defeated.
- BUGFIX: After last update, some Troops were spawning on the same Tile.
- NEW: Display the Total number of Turns at the end of the game (and moved the Text behind the Winner name).
- NEW: Added Max number of Turns for the demo version (5 Turns).
- NEW: Added a Text at the end of the Demo with link to Buy the game.
- UPDATE: After moving the units, rearrange their Z order for correct visual overlapping between same Troop members.
- UPDATE: Move Selector out of the Screen when Passing, and for New Turn.
- UPDATE: Now Troops rearrange their position facing the left/right direction of their movement.
- UPDATE: Now Troops rearrange their position moving up/down following the direction of their movement.
- BUGFIX: Show Mouse Pointer once Game Over Text is displayed and in the Menu Screens.
- BUGFIX: Clicking on the zoom buttons during Game Over sent back to Main Menu.
- BUGFIX: When a Troop use the Pass Action, it kept its not used Attack values.
- BUGFIX: Zoom scale was not reset when starting the game again.
- BUGFIX: Clicking on the Casualty buttons just before the Game Over was displayed, was sending back to Main Menu.
- NEW: Added a Button in the Game Over screen to return to Main Menu.
- NEW: Added SFX when clicking on Menu Buttons and for starting of a New Turn.
- NEW: Added SFXs for Missed, Parried and Hit Attacks.
- UPDATE: Game Over screen now display together with Casualties the Original Number of Units of the whole Army.
- UPDATE: Adjusted attack report display to better show the attack and death animations and to have right timing with new SFXs.
- BUGFIX: If Knight had one mountain on top and one on the bottom, the movement area was not visible and couldn't move.
- NEW: Attacking Troop now faces Target Unit when Attacking.
- UPDATE: Reduced delay to show Action Buttons to 1 second.
- BUGFIX: Game does not end.
- BUGFIX: The Total amount of Casualties at the end of the game was wrong.
- BUGFIX: Changing from Move to Attack, and the other way around, using Keyboard, didn't clear the opaque Tiles.
- BUGFIX: Music didn't start both in the Menu and in the Battlefield screens (Added wait 0.1 seconds before starting music).
- BUGFIX: Action Buttons do now work when touching highlited target Tiles for Movement and Attack.
- BUGFIX: Sometimes one or more Troops cannot Move.
- BUGFIX: Game do not proceed when reaching the end of Activation Deck, if the last Troop was eliminated.
- Game submitted for the CrazyGames Jam 2026.
Have you find a bug? This is the right place where to share it and see what is already known and fixed.
PLEASE STATE THE VERSION OF THE GAME AT THE BEGINNING OF YOUR REPLY
Sharing the version will make it easier for everyone to understand if the feedback is up-to-date with new releases.
Check if the bug has been already addressed in more recent versions before leaving a feedback:
/t/6587038/game-versions
Thank you!
KNOWN BUG - Version 0.22.0
- None
Did you enjoy the game?
Something that you would change?
Do you want to leave a review?
This is the right place where to share your opinion about the game
PLEASE STATE THE VERSION OF THE GAME AT THE BEGINNING OF YOUR REPLY
Sharing the version will make it easier for everyone to understand if the feedback is up-to-date with new releases.
Thank you!
Hi, is this a paid job? (Revenue share is not considered a paid job)).
If yes, I can help you and you can check my portfolio and found more about me here:
/t/5134446/lfp-paid-programmer-game-designer-for-hire-game-develo...
Thank you :)
Hi Scott, I develop browser games with Construct 2 and Construct 3, also I am able to create a bit of art too.
I will be happy to give you my feedback about the program you have created while creating games for you.
I have already watched a few of your videos and have some suggestions I can point you out, but I will wait until have direct experience while creating the game, since you could have already improved your engine.
You can check some of my old projects here made with Construct 2 and Construct 3:
Not all my projects are on itch.io, but you can find a good amount of them so you know what type of games I can usually create:
https://biim-games.itch.io/
I will send you an e-mail, so you can explain more in details what you need and the job conditions.
Thank you.

As usual, for my birthday, I offer you a discount % equal to my years!
Enjoy 48% off on all my products until the end of the month!
If I will reach the goal of $480 I will work to create the following new products:
- New art for 8-bit Shooter
- A new Spooky Monster Asset (4 new monsters)
- Release a new Tool useful for Game Development and file/folder management
- A new game
- A new art asset with pixel art characters portraits (at least 4 characters with different colour palettes)
Link to the sale page:
/s/186883/48th-birthday-sale
Nice work everyone!
I am looking forward to try some of these games little by little.
I was wondering, the contest have different categories, but in the website the games are not divided into the categories where they apply to.
Wouldn't it be better to subdivide the page in order to show which category each project belongs?
Hi everyone,
Grimorium Mortis (previously published as Grim Grimoire) new Version 0.18.6 is now available!

While the core mechanics have been developed, the donations to reach Goal 1 and further development are still on. I have decided anyway to add a few new features (as the scroll with the battle logs), update some of the old ones and perform a good amount of bugfixes while waiting that funds will be enough to move to the next development phase.

You can read about the new version here:
/t/5914208/version-0186-has-been-published#post-15449715
See the full list of changes here:
Try the game here:
https://biim-games.itch.io/grimorium-mortis
Support the development of next features here:
https://biim-games.itch.io/grim-grimoire/purchase
Finally you can vote which features you would like me to develop once funding for Goal 1 will be reached:
/t/4564394/poll-for-goal-1-is-open-vote-the-next-feature-you-want...
Try the new version of Grimorium Mortis and let me know what you think about it.
Thank you!
Thank you for the honest feedback.
Unrelated to this, but not sure where else a feedback form is?
Yes, there isn't at the moment a proper feedback area, so I expect players to open a topic for something specific or comment maybe on the last release if they have played the previous versions.
What is probably the most frustrating game is the you can only move or attack. Maybe I'm spoiled by SRPGs like Fire Emblem and Menace and what not where you have to balance your action points. But basically you need to wait for the enemy to come since the moment you summon, they get in your face and you start trading blows.
I didn't think to give the game lots of different options for every cards to be played. I would compare it more to a TCG instead of an RPGs where each character can grow up during the game. Creatures have more options than the ones in many other card games. Yes, at the moment it might look like it's more convenient to wait and attack, but you can play already in different ways depending on the situations. For example, if you have very few cards and the enemies have a lot (you can get an hint reading the message in the map before the battle starts), then you can risk to move forward as soon as possible to kill the enemy's avatar rather than fight 10 or 20 enemies staying in the defensive with your 2 creatures.
At the moment there is also variety with ranged and melee attacks, but also the Retire option can save you a card from being lost, especially if you decide to escape. Finally, intercept, that is not only a skip your turn, will become more meaningful later on when enemies will be improved and give them more variables to calculate if they would risk more to move forward instead of fighting. The system is already there, but need to be improved.
I am also planning to add new cards that are not creatures, so I can consider new power up that gives special abilities that are active and the player can choose to use in addition to normal actions.
Also it would be nice if you could risk your avatar by moving him out of his tiny green box at the end and just attack too. Let players decide whether they want to risk or not.
I though to keep the avatar always out of combat as part of the main core mechanics, however if I see that that is something that most players want I can reconsider that. If I do so, the game would become probably harder since the enemy's avatar will attack as well. Perhaps it could be an option to have only when the avatar run out of cards.
The most confusing bit was though how in the first battle I had 3 monsters. my avatar +2 others. then I won (didn't lose any in combat) and in next battle suddenly I only had my newest card and my avatar? I went somehow from 3 monsters down to 2, but it looked like I had 5 in my deck?
Yes, definitely the game need more explicit information. Some are present here in the game page, a brief summary is withing the game and others are in the Supporters' Files.
Originally the game jam theme "though choice" affected a lot the game mechanics, where you get something, but loose something else. To be honest with the pass of time, the random loss instead of a meaningful choice leave a feeling of be very much a victim of the destiny. The only choice where the player has real control is when you have the cards in your hand and you decide which one keep and which one to leave. Similarly when you choose your avatar, you don't lose cards, but you "sacrifice" a card that could be used as fighter to be left in the back as avatar (that connects with the above discussion you mentioned before about using the avatar to fight).
I think that I should revise and remove all random choices, but before do that I will need to have created already a few more cards in order to have a higher variety of choices and combination. In addition, I would have to make it hard again to find new cards.
The lose 2 cards to get X cards according to how many cards were present in the enemy deck might be changed as mechanic. With the arrival of new consumable cards and the current "carry over injuries" mechanic, it probably wouldn't be necessary to lose cards when getting new ones after a battle. However, I would probably limit the number of cards that can be taken from the enemy, maybe only the ones that weren't destroyed. So if you kill every single creature of the enemy, avatar included, you wouldn't get any card. If you don't lose cards (aside for the discarded one from the hand), you will keep all your cards.
Finally, the fact that the enemy has more cards than you it's fine, battles will unlikely be balanced in terms of cards of players vs computer. Sometimes, you will have more, sometimes less.
I planned to have some power up and similar cards, where for example having a goblin or zombie would be more rewarding, because you can activate better combos. A special weapon for goblins only, can improve its skills, making it a card more interesting to keep compared to others when you have that weapon card. I didn't think about "pack" strategy, that is something to consider. Funny thing instead, yesterday I got the same suggestion about the bonus you can get if your creature goes behind the enemy lines. I was thinking to keep those mechanics simple, but I can see that there is interest in having something more complex, so adding those type of bonuses is something that I will definitely keep in mind.
Overall it's in a pretty decent state. I also would speed up the UI a bit more. The scroll opens and closes pretty slow for the combat log.
I totally agree on that. Having tested many times the game, I need as well an option to speed up all the game actions. Turning off the voices could match with an option to have a fast speed action, like 10x speed.Thank you for the feedback it was very useful, and thank you very much for have supported the game with donations too!
The Core Game Mechanics have been completed, but while I'm waiting that the Goal 1 reaches its threshold, I have done some bugfix and add some minor improvement to the game.
From version 0.16.2 to 0.18.6 a lot of little things has been fixed and some little help to understand what's going on have been added.
Now there is a proper battle log within a collapsible scroll. So if you missed something during the action, you are curious to see which numbers came out with the roll of the dice, want to see the math to know what are your chances to hit an enemy and so on, all is written in the scroll. A turn counter is present as divider for the turn inside the scroll as well, the total number of turns at the moment isn't influencing the battle, but it's a mechanic I am considering to add to the game, maybe under some conditions. Definitely some future effects of magic and creatures will use it, one of this could be the venom for example.
As usual, you can check in details in the sticky Game Versions post the full list of new things, added, what has changed and the bugfixes.
Since the Core Game Mechanics have been completed, at the moment the game will have only bugfixes and little improvements. New features will be added once the Goal 1 will be reached. Please share the game and if you can, contribute with a donation to help reach Goal 1. You will receive the Supporter's Files with a contribution of at least $2! Thank you!

KNOWN BUGS:
Old bugs (testing if they are still occurring)
Hello, sorry for asking here, but I have contacted support directly from the payout page and directly by email, a few times.
Still at today's date I didn't get any reply, aside for the confirmation of having sent my email through the website.
I have received payouts in the past (2019, 2020 and 2023) without any problem, so I wonder if there are currently technical issue across the whole website related to payouts or it's something only related to my account.
Thank you.
That for sure, but if you want to create a commercial game, it's very likely that it will take a few months of works, especially if the people are not professionals (professional developers very rarely will work on a revenue share project of random people). Therefore no one would even take into consideration to develop even a simple game.
Funding is not easy, especially nowadays when everyone is struggling with money.
If I could suggest I would be rich by now. Unfortunately the few funding you might get are related to dark things, like for example investing in gambling, crypto or AI. So I can never access funding, because I avoid to build games that give issue to people instead of giving happiness.
Hi, 3 suggestions:
1 - Not everyone knows what 5th grade means, better specify directly the age.
2 - Leave out AI and study hard. No one wants to hire developers that use AI. If you use AI it means that you are not able to do what you are trying to sell as service. Using AI is stupid, especially in this case. Just leave it out and work hard to learn.
3 - Make some little games, obviously without AI, then publish them here on itch.io, in this way people can see what are your skills and maybe they can hire you.
Good luck with your future career.

Hi everyone, I have participated in a game jam a few days ago and I made a single player/2 player game.
The jam theme was "chickens" so I made a vertical shoot'em up where two roosters have to defend the free range farm where they live from AI controlled robots that are coming to put the old farmer owners in prisons and the animals in cages.
Shooting isn't frenetic as the classic shoot'em ups, but I think the action is quite interesting.

I didn't have time to create nice art, or create more levels, so I opted to invest the little time left in adding voices to the roosters to made the game more enjoyable.
I would appreciate a honest feedback about the game, keeping in mind that I put 40 hours and 37 minutes in it, included idea brainstorming, development, drawing, sourcing audio files, testing and set up the game page.
If you give it a go, please let me know if you play it as single player or 2 player game and until where you could play the game.

I also put a prize, the first 3 people that will make a YouTube video with audio from the start of the game until the end of the credits, will win the game template with the source code of the game (audio not included).
If quite a few people will appreciate the game, I will continue the development, transforming it in a proper game.
Find out more about 'Chicken: Free Range!', my new shoot'em up game prototype for 2 players here:
https://www.patreon.com/posts/149329123
You can try the game here:
https://biim-games.itch.io/chickens-free-range
Thank you!
Hi DarkDuet, first of all congratulations for sharing your story and proposal idea.
I will be happy to help you developing the game for this special event.
I have developed a good variety of different 2d games and I can help you with yours, however I would like to discuss in private more details about how you want to implement the Geocaching mechanics.
Here you can see some of my old projects:
Some of my projects are available here on itch.io:
If you are interested let me know where I can reach you, otherwise you can get in contact with me through my website: https://biim.games
Thank you.
So far it seems that everyone struggled to complete this game, so I'm offering a prize for the ones that can record a whole play-through of the game from the beginning to its end with audio ad publish it on their YouTube channel, If you don't have a YouTube channel get in contact with me.
You can play by yourself of with a friend, it's up to you.
To the first 3 people that can provide such content, I will give as prize the game template of Chickens: Free Range! for free.
Note:
The game template do not contain audio files since they are not owned by Biim Games, however the templates includes Play actions that calls the names of the files, so you can easily use your audio files for the music, sfxs and voices of the game.
Show the rooster that is in you! :-D
Thank you for playing Chickens: Free Range!
It was interesting to see how actually people play the game. Well, I didn't expected to see the text messed up and part of the game cut out due to the zoomed page.
That's another thing I should test :-D
Definitely playing full-screen would have been easier :-)
It's nearly midnight now, I will come back to the video and comment the things you talked about.
Also I just finished to comment the whole template, but tomorrow I will double check it in case I forgot something, especially since it's aimed to beginners and there are a lot of unusual approaches in order to save events and to overcome the restrictions of the free edition without using JavaScript or TypeScript.
The audio files are still in the game, tomorrow I will get rid of them and see how much is the weight of the game. Currently it's 7.7 MB.
I think I also have some duplicated art that I need to get rid of.
I'm going to launch a prize: the game template for free to the first 3 people showing me a video with audio with the whole game played.