Thanks! we sacrificed the graphics to get a few more fps, but still is quite cpu intensive, we tried to optimize it the best we could with the time we got.
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I think the problem was lack of pooling or prewarmed pools if you were using pooling
When you instantiate many gameobjects in a single line during runtime it often causes freezes and this issue is resolved by either using prewarmed pools or dividing the instantiation into several frames, thus avoiding writing too much to memory in one line.