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(1 edit)

From my own experience (made a game in the same genre), players cared a lot more about a smooth/lag-free gameplay experience than about visual effects or tactile-feedback, especially if they're in the end-game where numbers get huge.  There are some things you can do to optimize without a hard-cap; sprite-batching is a big one.

In the end though, a cap is the most practical.  One simple technique you could try is to pool the 1,000 visible-entities separately, so your actions can bind to one of them randomly and always produce a visual effect.  A subtle tradeoff that still provides that visual juice!  :)