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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.

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.

That explains it! Yeah same, it took me awhile to realize what was going on with my build and turns out I was having some error related to compression so just have to turn it off entirely. Live and learn haha