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(+1)

Yeah, lag was going to be an issue on a range of devices I believe. As I'm taking the jams as learning opportunities, this was ''procedurally created geometry'' without using multimesh instances, so it's going to hit CPUs HARD. There are actually no sprites on screen besides the background tilesets. Every critter is 100% calculated and drawn, even the eyes. Every frame. Now I know how to do othat tho, so next jam, can be multimesh/meshinstance node learning :)