Web server serves the response gzip encoded. Is your additional zip encoding going to save anything significant? I doubt you can get browser to run it the way you want.
Identical Games
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What do you want? Do you want to tell a story? Do you want to make a game? If your goal is to make a game, I would probably make a small section of your vision. If your goal is to tell a story, you might want to build the complete story without worrying about the gameplay. For the story focus on the main story not sidequests. After that is done go back and add gameplay/side quests.
Your document really doesn't say a lot about the gameplay. Some do such as sudoku and picross. But the first minigame is alchemy but I have no idea what you envision from alchemy. For a project such as this it might be useful to prototype each minigame independently and then bring them together in the final project.
I typically build on an old Debian distro. Put the binary in bin folder. Copy many of the libraries into the bin folder. I don't include glibc. Create a shell script that sets LD_LIBRARY_PATH and calls the bin executable. I also include .itch.toml file to allow it to run from the itch app easily.
Appimages are not working on clean installs of Ubuntu I've heard. Flatpak are a good solution but you can't easily have it download the runtime I believe unless you put it on flathub.
Flatpaks can access joysticks but you have to allow access to devices. You can see that in Fight or Perish's flatpak manifest:
https://gitlab.com/dulsi/fop/-/blob/main/flatpak/com.identicalsoftware.finishorperish.yml
For linux games on itch, I tend to build on Debian and go with a zip and LD_LIBRARY_PATH. I also include a .itch.toml file. That ensure it can run directly from the itch app. I don't know how many people use the app but just in case.
Mojotron: Robot Wars is an open source twin-stick shooter. The humans had been eliminated. Mojo has been experimented on by the machines and he plans to make them pay.
itch.io: https://dulsi.itch.io/mojotron-robot-wars
Kickstarter: https://www.kickstarter.com/projects/850526497/mojotron-robot-wars
Odds of someone copying your game and trying to make money off of it is low. Someone interested in doing that probably won't even care if it is legal so it doesn't matter if you make the source available. For example the rpg maker community has had people upload games onto itch and other sites when the games are available for free elsewhere.
Some commercial games have been open source. Marvellous Inc released their source code. I don't know if it was done on day one or not.
In most cases I suspect it won't matter as people won't bother to build it themselves. I do distribute open source games on this site but also provide them for free on my website.
I've done some rpg work. My latest was for the Dungeon Crawlers 2022 game jam. It used my Bt Builder engine which is an open source implementation of the Bard's Tale Construction Set. It works but it not exactly nice to use. The combat system comes from the original. For Color Monsters and OpenGameArt Movie Video Game, I designed the combat systems but they are both bad. In OpenGameArt Movie Video Game, I even disabled it before putting the prototype here. I totally underestimated the time needed to make that game.
I'm afraid I go in the opposite direction as you. The combats should be fun but I'm most interested in the story. I recently played Danger Crew. Most of the time the combats were not a challenge which made me really enjoy the game.
Does the "Be respectful to the spirit of Winnie the Pooh and its beloved children’s story characters" mean we can't mashup a weird game? For example no post apocalyptic Winnie the Pooh? Or can you do that ask long as Winnie the Pooh character is still recognizable and not a homicidal killer? I don't think I will be doing a weird mashup but was curious.
Playstation gave Slay the Spire as one of the monthly games. Having played it, it does feel more like a roguelike than the Typist's Quest to me. Because you keep getting cards and other stuff, every run feels really different. I didn't get that feeling from Typist's Quest. Maybe I didn't play it enough to see that in your game.
Sorry about that. F12 switches to fullscreen. I should have made that the default. The game assumes a bit of knowledge about Bard's Tale interface. The first letter of every option in the goblin camp chooses that option. So you need to use 'c' to create one or more characters. 'a' to add them to the party. 'e' to enter the woods. Definitely some work needs to be done on the UI.
The game style is inconsistent. You do these fill in the blanks and then at timing attack. There is nothing tying the whole thing together. Baldi's Basics has math problems in the game and it makes sense with the game. A spelling game generally only does spelling. The two types you have here don't mesh well in my opinion.
The game is also brutally hard. I do like the colorful look.