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The web build was so laggy that it was Nealy unplayable. For a game with this little polygon there should be no excuses for this performance. When the jam is only you should do the following, it should take ten minutes, but it boosted my game by over 45 fps. Bake your lighting, set all your not moving 3d models to static and bake your lighting. This i know for sour needs to happen I saw real-time shadows and for a game like this they are not a good idea. The next I can't tell whether or not you did this or not so I am going to say it any way it is just one button if you already have the items set to static (items that don't move) go to Windows-Rendering-Occlusion then bake your occlusion what this does is it only renders the items the camera can see reducing your draw calls significantly. 

After that I want to play the game again the idea was good and I liked the traffic and multiple game modes, good luck.

You're right. I have to look up these optimization techniques because I'm not doing any and I hadn't had the time to research this topic during the jam. That's why I just slapped on the desktop build as well and called it a day.

Thank you for sharing your advice. I'll look into it