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Wow. All those mechanics in just one jam with all those models, animations, sounds, etc.? RESPECT! And especially for a one person team. Damn. This is really tough. So far I cannot say much against the game. The only point is the performance. But again, only three days. Damn. Nice job, what else to say?

Don't know how much you know about performance optimization. At least I THINK that there are performance issues. Also it could be, that you wanted to make it feel a bit lacky.  

If you allow me, I would shoot into the blue and try to help improving it a little bit. 

- Are UI canvases, which are not shown, only hidden or comletely deactivated? Only hiding them by bringing transparency to 100% would not stop the renderer from drawing them. Deactivating the underlying object or component might help.

- Do the assets contain a lot of vertices? Reducing the vertex count can help A LOT by improving performance and raising FPS rate. 

- How many colliders are set onto the objects? Sometimes, we forget to remove colliders from objects, which don't them. But if we do, we provide calculation time for the CPU for "the important" stuff.

- Which collider types are used? We tend to use Polygon/Mesh Colliders (2D/3D) on complex objects. But most of the time, they are not better than simple circle Circle/Sphere or Box Colliders. Using them instead of Mesh collider spares out a LOT of performance. 


Hope something could help you. But again: Great job. Completing all that stuff in only three days is a MASSIVE achievement. 

(+1)

I'm sorry you had performance issues. But all of the possible reasons you listed are not it. 

I'm using a render pipeline called Pro Pixelizer and this is my first time using it. It may turn out that it's not well suited for WebGL games in which case I'll just provide a Windows download as an alternative in future.