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(+1)

It was Edge I used before, and I only tested my own game on multiple browsers.

It actually works on Firefox.

Here’s the console log:

Godot Engine v4.6.stable.official.89cea1439 - https://godotengine.org index.js:452:16
OpenGL API OpenGL ES 3.0 (WebGL 2.0) - Compatibility - Using Device: Mozilla - ANGLE (Intel, Intel(R) HD Graphics 400 Direct3D11 vs_5_0 ps_5_0), or similar index.js:452:16
Build configuration: Emscripten 4.0.20, single-threaded, no GDExtension support. index.js:452:16
WebGL warning: drawElementsInstanced: Depth texture comparison requests (e.g. `LINEAR`) Filtering, but behavior is implementation-defined, and so on some systems will sometimes behave as `NEAREST`. (warns once)
Request for pointer lock was denied because the document is not focused.

HD Graphics 400 huh?

Yeah, my hardware is definitely stretched my your game, more so than my game, but I’d like to see a little more headroom than this.

Fun game, in the end.

Glad to hear you got it working on another browser and thank you for the console log. That difference of used HD Graphics certainly is weird, but I don't  see any critical errors there. I also tested with Edge on multiple devices, but I couldn't reproduce the issue. This might just be a pickle I will not solve.

And yeah, I definately could have optimized the browser version better :P