Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(9 edits)

Thanks for your support!


playing by downloading offline version may perform better than browser play

the performance issue catch is believed to be due to:

1. the physical ragdoll death effects that makes the game laggy, more lags when more enemies die at the same time -> performance hit

2. the bigger the map has been generated, the longer A* paths generated for every enemy -> performance hit


in order to fix the above 2, the game should:

1. allow users to toggle physical ragdoll death effects in a settings page. When physical ragdoll death effects are off, the dead bodies play their pre-defined death animations.

2. investigate how to treat A* path vector as grid units (thus decreasing calculation burden) there is actually a tutorial I remembered bundled with Godot that accomplishes Grid-based A* pathfinding.


If I am able to fix (1) and (2) , I can then literally double the map generation size (i.e. 10-20 rooms) and concurrent enemy count (I.e. a swarm of 20-30 enemy crowd would still be CPU-friendly).

(+1)

Thanks!

(1 edit)

if u are able to beat this game , ur name will appear at the title screen online highscore board!