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I totally understand what you said about the time constraints... do you have any idea on what's causing the performance issues btw?

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I think Its the amount of objects that end up getting created and destroyed that also have collision code in them. I think it also just runs poorly on HTML5 for some reason because I get way better frames when I'm running the windows version

yeah, webGL kinda sucks. I wish the same amount of people would play and rate the games if they were not in a WebGL build. It usually just causes soooo much trouble...

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Yeah exactly, but oh well. If I keep working on this game after the jam It'll be released for windows anyways so at least the performance shouldn't be a big long term issue.