Thanks so much! Glad you enjoyed it. It's my first time doing a webgl build so don't think I optimized the flamethrower properly, uses particle collision which worked great on the .exe but have definitely seen issues on weaker systems now that we've been testing a bit.
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Yeah this is on my laptop so not the most powerful machine by any standard. I think WebGL also limits the amount of RAM it can access in a very weird system where it will gradually increase the RAM it allows as it needs it but very slowly. I totally get your woes, I had to reupload my game 9 times (yes 9) due to issues introduced during conversion to WebGL.