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I think your comment got cut off but i got a general gist of it. Firsty, thanks. I hadn't really tested the framerate for the webgl platform that rigorously but it definitely could do with optimising for it. i was initially just gonna make it a downloadable but i thought that would be too much effort for people to go through for a prototype that has quite a few rough edges anyway and the filesize isnt exactly small even then, though it runs at an even 30fps on the build for pc i made. Again thanks for the nice and helpful comment.

Hm, that's weird that it didn't end up showing as a whole, but that was the last really meaningful sentence anyway, if i remember right. I guess the web platform is useful for previewing a game, even if it doesn't run perfectly.

If you are going to create an executable file for PC, optimize the game to at least 60fps in-engine. That would be great since it'll be very responsive to play. You can fiddle around with shaders if you want to delve into it further. Overall, the game can be better than its current state by optimizing the framerate.