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Thanks for playing!

Yeah, there is a bug with the FPS display - it was calculating based off of the wrong value. Maybe after the jam is over I’ll release a patch fixing it, and some other issues I encountered.

As for the slowdown, it’s due to the graphical pipeline - it doesn’t play well with integrated graphics. Blame me and my stupid implementation of layers, which ended up being the most GPU-intensive part in the whole engine.