Oh, thanks for the advice on preloading assets. I still didn't understand why the game freezes when I turn away from the tree.
11slx
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Thanks a lot for playing my game and leaving a review!
Well, actually there is a limiter
It's funny that even after 3 iterations of optimizing the game (at the very beginning, with 100 enemies, the game froze forever and the average delay was 500ms versus the current 30-40ms in total), it still has performance problems.
The main load is due to the calculation of the path and the physical movement of the enemies. I tried to optimize it some more, but I messed up the physics for moving enemies.
Maybe it's the friction of the collision of enemies, I have no idea.
Hi, I've been experimenting with visuals for a while and I came up with this shader combination:
- Cyanone VHS shader in CanvasLayer
- DrManatee color palette shader in SubViewport
- And shader to outline objects in depth.
There's also an unused shader that kinda simulates a wireframe.
I've been messing with this for a long time to get it to work, but in the end it wasn't used.
Hi, this game is pretty cool.
I have a few suggestions for improvements:
1. The start-up delay is way too long. Players are going to miss the initial outpost.
2. Those prompts at the bottom of the screen are way too fast. I can't even read them!
3. The instructions aren't clear. There's a lot of info on the cells (growth, mutations, etc.), but I have no idea what to do with it.
It looks very interesting, but I'm not sure how to play.
I really liked that original HP combo with the timer.
The visuals are weird and don't go together, at first they were off-putting and the game feels worse than it actually is.
Bosses and all those power-ups, a lot of content for a 72-hour game jam.
It's fun, I had a good time playing it. Not having any clues or randomness didn't stop me from enjoying it at all.
I am very pleased that you enjoyed my game!
The issue with the low FPS when climbing the mountain is an AI navigation bug. The navigation wasn't baked on the steep slopes. And whenever the player was in that area, the AI would start calculating the path endlessly. I tried to fix that problem, but I didn't have much time left, so I decided to cut the climbing angle for the player from 45 degrees to 15.