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(+1)

This one's a strong contender! The learning curve on the pounce mechanic is helped out by an easy-to-understand navigation control.

I had to play a second time to remember what game I was reviewing, and that's when I noticed the performance issues. Your likely problem is having too many collision boxes. In a vacuum, these are the most computationally expensive object that you can have in your game. The good news is that you only add one at a time.

Try giving Astar a 100x100 set of points to travel to. That thing grows exponentially in terms of computation cost.

thank you really much for the info! I didn't have time to look at it yet and I wanted to start tomorrow by giving a try with the profiler, but first I'll try tuning the A* settings and see if that fixes it. 

I tried looking into giving Astar a 100x100 set of points but it seems I can't find the options. Can you give me some directions?

Also I think I got a few other tweaks that could really improve everything, but they'll have to wait to be tested here :D

Oh no, I'm telling you NOT to do that. Edreldor will be more able to tell you what I'm talking about.

oh ok, I got confused 😂

I'll wait for Edreldor then, in the meantime I'll try to learn how to use the Godot profiler properly

You should reach out to him, he's not watching this conversation.

I will then, thank you!