We’re not game developers — we’re just one musician and one 3D artist. Everything we did in the game followed the principle of “let’s see if this works.” This was only the second jam we joined just for fun, so there really wasn’t any time left for optimization in the end.
Technically, the graphics settings should have worked — but they didn’t, and I couldn’t figure out why. So we weren’t able to improve performance. The game was mainly intended for mid-range (tested on both with high FPS and no stutter) and high-end PCs. If we had known someone would play it on a lower-end system, we would have scaled it down accordingly.
I completely understand that it might feel like “too much” for a game jam, but since we never participated with the intention of winning, I honestly didn’t care too much about whether it ran smoothly for everyone or not.
I also refused to make the exact same kind of game as everyone else. We wanted it to be “more complex” and visually appealing. The “complex” part didn’t quite work out — but at least the visuals did, lol.