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(9 edits)

Thanks for your support!


playing by downloading offline version may perform better than browser play

the performance issue catch is believed to be due to:

1. the physical ragdoll death effects that makes the game laggy, more lags when more enemies die at the same time -> performance hit

2. the bigger the map has been generated, the longer A* paths generated for every enemy -> performance hit


in order to fix the above 2, the game should:

1. allow users to toggle physical ragdoll death effects in a settings page. When physical ragdoll death effects are off, the dead bodies play their pre-defined death animations.

2. investigate how to treat A* path vector as grid units (thus decreasing calculation burden) there is actually a tutorial I remembered bundled with Godot that accomplishes Grid-based A* pathfinding.


If I am able to fix (1) and (2) , I can then literally double the map generation size (i.e. 10-20 rooms) and concurrent enemy count (I.e. a swarm of 20-30 enemy crowd would still be CPU-friendly).

(+1)

Thanks!

(1 edit)

if u are able to beat this game , ur name will appear at the title screen online highscore board!