Thanks for the suggestions. I think I did add a system to not spawn trails when the player isn't moving, but maybe it doesn't work correctly all the time. I also realized that I should improve controls, but it was too late and I also had school (as you can see i submitted 1min30secs before the deadline). For limiting the number of trails, I don't know if it would be the best solution to destroy the oldest one as you could then try to find a workaround, I just need to make trails not spawn when moving.
Viewing post in Poison Puzzle jam comments
Don't worry about not fitting it into the jam. The suggestions are just if you want to carry on with the game, and are only suggestions, you could take it in a completely different direction.
The reason why I mentioned about removing trails is because as the number of objects to be processed and rendered increases, performance will start to drop off. This performance drop will then start to impact the way the game plays. I'm only assuming the next bit, but I take it that the poison spots have a script or timer attached to them and some kind of detection area for physics? Each instance will take it's own chunk of system resources, if this doesn't get cleaned up or recycled, this is when it starts to hit performance. If you don't want to remove the objects, there might be another way of streamlining the objects to reduce the performance overhead.
Thanks again for the game.
I was lucky to have the week off of work, even still I spent more than 80 hours on this jam.
It was the biggest scope game I've tried to do for a jam, and I still had things I didn't have time to get into the game or tidy up the way I would have liked.
It's also my third jam, so I've gotten a bit better in planning out my time on the jam and the breakdown of the work. I tend to split it up into art, coding, sound and finishing up. But for this one I spent 27 hours just on the art. I know it's pixel art and simple, but you have a pixel in the wrong spot or wrong shade and it can make a good sprite look bad. I then spent about 40 hours on the coding (I reckon about 1,500 lines of code), and the rest for everything else, due to the time constraints I wasn't able to make brand new music specifically for the game, so I reorganised a couple of songs I made a month or so ago when I was playing about with the DAW (instruments, length, and trying to make them loops).
I would like to do it full time, but at the moment I haven't earned a penny, not spent one either.