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Hi! An idea could be pre-calculating values that will be used often or making "conversion tables" accessed instead of calculating values every time, but it depends on what your game has to do...

You can also use redundant data structures (48K is a LOT of memory ;) ) to access data more quickly. For my snake, I used a single dimension array acting as circular buffer to update the tail position at each step and added a bidimensional array matrix to check for collisions with the snake itself (besides walls of mongoose).