*sigh*
Alright, I guess I understand now...
No matter. I will just manage with a Gameboy Emulator to play this or something...
I don't understand...
Why is the Steam cloud code so important to prevent the PC port from being on Itch? Doesn't that only handle storing save data from the game onto Valve's Steam cloud service? I do not mind managing save files manually for the Itch port if that's the concern. It would just be like traditional games being stored in App Data or Documents right?
Why is the PC version exclusive to Steam? Why not also upload it here on Itch? The file storage data is even light enough to fit here. I was hoping to buy a DRM-free copy of the game here on itch instead of yet another paranoid (albeit overrated) DRM-reliant service where I don't actually own anything I purchase.
If that is the case, then it seems you are not the only one who neglected adjusting the delta time feature in your games. Even the engine dev himself, Credric Stoquer has the same problem with ALL of his games; they are much too fast. The other games he showcased from other devs (including yours) demonstrated the exact same problems. There is clearly a pattern.
I have personally not encountered any other game engine that has this weird delta time speed bug/glitch. This is the very first time I had to adjust my monitor refresh rate just to play games from a certain engine properly.
It is the game engine and more particularly, its poor fundamental design. Surely, Stoquer knew what he was doing when he made the engine, however he simply forgot to polish key features properly before releasing the engine. Polishing and finalizing essentials prior to releasing (or upgrading) a game engine are critically important, for failing that would result in a frustrating lingering burden in usage, and an annoying reputation that can deter game devs from using the tech (e.g. Epic Games' latest engine, or nearly any engine from The Game Creators).
I am glad there is a way to adjust it but honestly, we should not always have to do this just to ensure the game runs at normal speed - hence this engine's poor design.
I am going to talk to Stoquer about fixing the bug and updating his engine to accommodate for the changes. It will truly benefit him in the long run.
No, it is NOT okay to have it faster. The game runs far too fast like it is on adrenaline and hyperactive drugs. I can barely even navigate the player properly because of this.
Anyways I lowered my UHD's refresh rate to 59.9X Hz and it seems to run much more smoothly now. I find it weird a game engine relies so heavily on monitor refresh rate to adjust game speed. The dev of Pixelbox really needs to fix this.
I did not know that. I just encountered this game's demo from this site alone and given the excessive Steam priority-focus, I reckoned you were going to make the same mistake too many game devs make - releasing their full version of their games exclusively on Steam - a DRM-strict site riddled with games of which customers never truly own - just perennial licenses to rent until the game gets delisted or Steam one-day croaks for whatever reason.
I wish more game devs just invest more on Itch whence it is DRM-free and truly consumer-ownership supportive. So many potentially great games I cannot even touch because of the Steam-exclusivity barrier they chose.
That's a relief. I found this extremely rare. This is the 1st Godot game to be branded an virus by the Windows Defender antivirus tool. I never had any such problems with UE4 and Unity games, let alone my first developed Godot game.
Anyways, I will play your game and grant feedback whenever possible.
Greetings. I plan to work on an experiment - a collection of games, each representing a gaming generation from 1st to 9th. Problem is when using Butler for uploads, there seems not to be a way to change the filename; it is always named after the Itch app ID and the device channel I set for it. For instance, instead of "tour-of-generations-win", I want to change it to "Gen 5" or at least "gen-5-win".
Is there a way I can do this?
I want this for my wanted poster.
UPDATE: I realized the character has a modern era rifle in his hand, making this feel out of time sync for your game. If this is a problem let me know, and I will create a different drawing that fits the Wild Western theme. This drawing is based in the Middle East, inspired by the Soviet-Afghan War and the War on Terror.

Cellular, old-school, sci-fi, retro-FPS action inspired by Quake II, Battletanx, and even (too a MUCH smaller extent), Osmosis Jones and Army Men: Sarge's Heroes! 7 weapons with each unique function! Secrets galore in virtually every level to collect! Fight through many ranks of the Crimson Viruses and their vehicles, as well as the nasty wildlife in underliquid swimming areas! Listen to awesome heavy metal and synth music from White Bat while you're ramming Viruses with total carnage while driving an auto-chariot!
Now with DirectX 12 Software Raytracing!