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SirTodd

28
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98
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A member registered Dec 02, 2021 · View creator page →

Creator of

Recent community posts

Sadly Apple imposes a annual subscription system that makes it unviable for small devs to publish on their platform. But it will be available on Steam later.

The offline reward cap is 24h , and currently there is no way to extend it.
The web version is much slower than the windows version. I suggest trying it out, you should get better fps.

10% is barely noticeable for sure, but I can guarantee it works. Btw the cooldown time is only calculated when entering cooldown, if you buy a cooldown reduction upgrade during a cooldown it won't speed up.

There are many reasons that could be causing this. Have you tried another browser? Windows version is also a good option.

It unlocks autobuy for that building, making reboots easier.

As of now, no. I will find a workaround for the lag issue and upload it soon.

It does get pretty laggy at endgame. My best advice is to keep Processing Power buildings low, this way you will never have lag.

I will look into it. Thanks for the feedback!

You should try Windows version for best performance. Web is known for having less performance boost.

There are no cheat codes

There aren't. In earlier versions you could edit the save data, but that was patched.

Should be fixed now.

Sorry for the wait. Google Store finally approved my game, and you can now play it in here https://play.google.com/store/apps/details?id=org.godotengine.downloadsimulator.

Sorry for taking too long. Usually this happens due to some settings on chrome or firefox, or even even when the browser doesn't support webgl.

I'm still trying to fix this. Looks like the game has a clipboard of its own when playing on itch.io. Windows version works perfectly.

I'm really sorry for that. It's an early access game, and some mechanics might change so much that it's impossible to keep old saves.

I will release on Google play on next update hopefully

Really glad you liked it. For some reason the export feature refuses to work on itch, it has some sort of internal clipboard that only works inside the game. Meanwhile executable versions works perfectly. I'm trying to find a workaround for this.

I'm really happy to hear that! And well noticed. The export feature works perfectly when used on my tests in html5, but for some reason on itch it refuses to work, and I can't find a workaround for it.

Thank you very much!
There's already a feature in the settings that hide credit popups.

Glad you enjoyed it!
I have it saved here:
https://drive.google.com/u/0/uc?id=1gUmZ8rfuEtBCc1_JLhjxf_jjOKmu7erv&export=down...

Really happy you enjoyed it!

Really happy to hear that. I'll see if I can find a workaround for this. Thanks for your feedback!

You can reboot after getting 2k available points. I should make this clear somewhere.

Godot performance on html is not the best, even tho I tried my best to make the code clean. The executable version always runs more smoothly.

It doesn't actually, we can't really say it's a simulator because of that. I had to make the decision of not splitting download speed to allow me to make more interesting mechanics.

We loove progress bars BatChest

Thanks very much for leaving your suggestion! Adjusting file size was a hard decision to make when designing the game. But I do have a incoming update that should fix this issue.