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(+1)

Scaling enemies like this, essentially having them act a level timer without the immersion breaking UI clock, is a really cool idea.

Great work getting a 3D game working on browsers.

I noticed that the last level can lag pretty bad once there's around 50 spiders. This isn't a lot of enemies, so I have to imagine it's the path finding algorithm slowing the game down (which I'm assuming is reasonably complex and being fired every frame). If I'm right, then you could fix this by reducing how often the algorithm is called from every frame to every second or three.

(+1)

Thanks for playing!

I get the lag too, also after about 50 spiders. I only noticed it after the deadline. The spiders just travel in random straight lines regardless of obstacles, so there is no pathfinding to speak of. Unfortunately it is Godot collision handling which is the issue - 100 big spiders is a lot worse for lag than 100 small ones.  To fix this I would need to look at a different physics engine, I think.

Thanks for the feedback and I'm glad you liked other aspects of the game. I note you didn't mention the awful tank controls! (I honestly would improve the controls if I continued to work on the game or did another like it)