You can already kind of export the code because we show most of the game code. However what we're aiming to do is to make it easier to build in platform without worrying about deployment. Also we are aiming to bring an audience to play your games immediately via the Rosebud platform so you don't have to share elsewhere.
Even though there's other creator platforms that charge less % than Patreon, like ko-fi etc., and itch.io has built-in payments, patreon still seems to be the prime destination. I think it's because a lot of the patrons are already on patreon so creators hope it's easy for them to add new creators to their list? Also because game progress can take a while, and something like patreon lets them give devlog updates and preview images and run audience polls to keep patrons engaged in the process.
Anyway, there's a oauth integration between patreon and itch.io so that creators can only distribute to patrons, as an alternative for people paying for a point-in-time game version. I think that is a newer feature.
I'm not sure if itch.io exposes functionality such that you can publish these rosebud games there, but they do already allow you to have hosted in-browser games like with renPY and Twine.
Understood your strategy may be to become the destination for these things, but you may be able to get early distribution faster by making it easy to push these games to existing platforms that have network effects around discoverability already. Though I suppose someone could just create an itch.io page with a link to your hosted game??
My particular story has a number of folks with various handicaps (magical realism with a COA vibe), and trying to get an AI to do a reasonable character in a wheelchair is hard but doable, while amputees or folks with hearing aids is nigh on impossible.
To be fair that's probably more a "me" problem than a "you" problem...
Research for consistent character in different poses is also in the works :)
For example, there are different patterns if you want a simulation that has time as a factor, versus a classic choice-based VN.
A lot of people building games struggle with where to start for their specific idea; it's a lot of research and if you make some wrong assumptions, you may have a really hard time executing on your game. Also, a lot of creative people/tinkerers aren't familiar with software design patterns generally.
Would this export the code so someone could edit it manually after the initial creation?