Wow great work, love the arcade music, love the powerful rush of obliterating a whole wave of enemies, even if most of them are phantoms. I was really enjoying that. Just a small note - there started to be huge lag around wave 11 or 12, just for the initial few seconds of spawning. I suspect this could be solved by using object pooling for your enemies? (Let me know if you'd like me to cover it in a devlog but there are plenty of tutorials out there that cover it). But overall, very fun game!
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Hey Sean! Thanks for the feedback! We actually were using object pooling to save on resources. I think the main cause of the slowdown was we were activating and transforming too many enemies on a single frame. The game could probably have run smoother if we staggered the spawning across a few seconds. Unfortunately we were tweaking the game up until the last few minutes of the jam so we didn't have time to iron out all of the kinks.