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Ok, it was VERY hectic to a degree that I am not sure you used delta-time for your speed scaling. Is this built with godot? If so, the process function is called once per frame drawn, so it has a parameter called "delta", which you can multiply with your speed variable to get the same play-speed on computers with different framerates. If you can fix it I'll give it another try, but currently it is way too fast and sadly unplayable on my machine

Sorry its not working for you, I'm not sure why it goes a bit funky in the browser version, it is be using the delta value for speed. We are looking at performance improvements (and have some idea's on improvements to make) but at this point we have decided to scrap the current build, upgrade to the current version of the engine (we can't do browser support in this unfortunately) and focus on getting a version ready for release on Windows and Linux. There wont be any further updates for this Jam but thank you for giving it a go anyway.