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Yeah, it comes down to a CPU overload actually. When you run a block of code, it exceutes all at once, making your game wait until its finished. I actually do pause and play the audio during the transition between screens, but because it all exceuictes at once, it stops, and then starts imediatly, not allowing the game to actually do so. I also load so much memory between transitions that it differs from the normal runtime CPU load, making it sound glitchy.

This also stems from another HTML problem: threads. These make it so a block of code runs one frame at a time, but HTML, for whatever reason, is unable to run them. Wierd right? I was actually worried my game was unplayable because, on an older computer, it becomes so laggy that by puzzle 5 its unplayable.

Really appreciate the back-and-forth feedback btw.