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Hey Sean! Thanks for the feedback!  We actually were using object pooling to save on resources. I think the main cause of the slowdown was we were activating and transforming too many enemies on a single frame. The game could probably have run smoother if we staggered the spawning across a few seconds. Unfortunately we were tweaking the game up until the last few minutes of the jam so we didn't have time to iron out all of the kinks.