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Hey! I tried playing your game for ShroomJam and really liked the premise from the page — getting pulled into different TV worlds with a rubber duck companion sounds super fun, and the screenshots look very atmospheric.

Unfortunately, I couldn’t really get to the proper gameplay because of a technical issue with the web build. On my side the WebGL version starts eating a huge amount of memory: in Firefox (and when I tried Chrome as well) the tab quickly grows to around 4–6 GB of RAM and keeps increasing, until the browser reports that the page is slowing it down and suggests closing it. My PC is usually fine for jam games (8 GB RAM + ~20 GB swap file on an NVMe SSD), so I think something specific is going wrong with this WebGL build.

Just wanted to flag this in case it helps with post-jam fixes. I’d love to come back later and try the desktop build or an updated web version, because the idea and presentation here look really cool. Great work on the jam either way!

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Hi - thanks for the feedback! Apologies for the build not working out - this was our first time working web build stuff so we're still figuring it out as we go. I'm unable to re-create memory runaway issues on Firefox or Chrome, but the game is using Unity's experimental WebGPU backend, so it's possible that vendor specifics might be contributing to some of the issues.

We just updated the web build to strip down some lightmaps, should be around ~30% smaller now; if issues still persist, we might try adjusting some render features and moving to a standard WebGL build. Thanks again for giving it a look!

UPDATE: Was able to re-create what you were seeing by forcing usage of the WebGL API, which Unity would fall back to if WebGPU was disabled. Going to spend some time debugging this and see if we can get a fixed build up. Thank you! 

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Circling back around on this - I believe I've fixed the root cause of the WebGL issue, so the new build should hopefully not crash your browser tab. Unfortunately, the fallback build has a few very minor rendering quirks that I wasn't able to pinpoint; namely the duck in the first level might look a bit... corrupted, hah. We'll call it foreshadowing. :)

Thank you again for pointing out the issue!