That's an awesome feedback, thanks!
And yeah, the game uses the minified JS script from Macroquad for the WASM <-> Browser bindings (input, canvas rendering, etc). It's a recommendation and part of the engine guide itself, because that's the glue that make the Rust "wasm32-unknown-unknown "
target work (basically, a WASM build with no assumptions on where it's running at)
Viewing post in YASG (Yet Another Snake Game) jam comments
hmm, quells any security concerns but now piques my curiosity in regards to bending WASMs strict module rules... i wonder if something like that could allow for dynamic wasm module instantiation
if you happen to have any reading material handy, id love to take a look. but i also dont mean to take up too much of your time
thanks for the reply!