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I'm sorry, I really can't diagnose the issue. I thought it might have to do with whether multithreading was available or not, but I tried exporting a WebGL version with multithreading enabled and it still ran into the same problem. From some online Googling, your Windows CPU doesn't support multithreading but your Mac CPU does. I think this has something to do with the Godot 2D physics engine that is out of my control, I was aware that my game was pretty intensive on the physics engine but didn't have time to optimise it before the deadline. I might have to ask around people that are more familiar with this than I am.

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It’s ok, things happen. Hmm if it’s the physics engine, maybe you could try using a different one besides the default? I think I’ve seen some other Godot physics engine plugins. Good luck figuring it out!

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FWIW I got it working on my Steam Deck. Quite fun! I think I wish there was more of the Tetris element, like the ability to rotate pieces as they fall maybe

Nice to see you got it working! Your idea is interesting, though I will probably need to tone down the gravity if I implement it.