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(1 edit)

Thank you for the kind feedback! Yeah I'm totally stumped with the memory issue. I've been trying to pinpoint its source but have had no luck. All objects in the game are created in object pools at the start, and any getComponent calls are handled when populating the pools, then stored in dictionaries. I do have a lot of dictionaries to store everything, but once everything gets created at the start it's only at 2% of the memory capacity on web. So I'm totally lost as to what is suddenly eating up so much memory late into the game. But thank you so much for playing!

*edit* also yes! sorry clicking eggs and caterpillars does make them hatch faster. I wish I'd had more time to really balance all those numbers though. Attempts at optimization ate up all those final days. 

A memory issue is probably happening during runtime, creating or saving things that aren't getting cleaned up automatically.  Your initial data structures are probably fine, and there aren't THAT many moths being created through the course of the game.  Is it possible that the clicking particle effect or something to do with adding store currency is creating objects that aren't destroyed?  Those are the only things I can think of that happen at a big enough of a scale to cause an issue.  Or maybe something meant to manage the creation of hybrid moths?