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i used Godot as well and i can't even fathom how you've managed to make this in just a week! people usually gloss over seemingly minor things but i really appreciate you not setting the master volume set to 100% (i always turn down the gain on my speakers to 20% because some games like to blast everyone's ears with a soundtrack that starts playing at -3db LUFS the second you launch the game) love the spaceship design and the overall visual style. great game!

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Thank you so much! To be honest, my spaceship looked ten times better originally, but I was forced to simplify all the models and remove the textures, materials, and effects just to make the game run smoothly in the browser. But thank you anyway!

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your game runs really well on desktop. but i don't know why the web version of mine lags so much. it might be the fact that i set my physics tickrate to 120 at the start of the project and forgot about it. or it might be the unoptimized shaders that i wrote. or it might not even be my fault. i guess i have until the GMTK Game Jam to figure this out ::)

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Yeah, shaders can be pretty expensive, so you have to be careful with them, especially in web builds. You could make a simpler version of the shader for the web version, or disable some of the effects entirely using OS.has_feature("web").
The 120 physics tick rate could definitely be part of the problem too. Since the default is 60, you're making the game perform twice as many physics updates, which can be especially costly in the browser.
There could also be unnecessary _process() or _physics_process() calls, particles, lights, transparent materials, or too many draw calls, but it's hard to say without looking at the profiler or the code.
I played your game in the browser, and it runs pretty smoothly for me.