There is a system in place that makes foreground buildings fade in opacity. Unfortunately, the Kenney assets we used as placeholders were never intended for this or for textured surfaces, and we didn’t have enough time to clean them up.
As far as I know the WebGL version is mostly accurate now, with the only difference being slight distortion on video quality and a noticeably worse framerate. There are issues with lighting as a result of rushing through the environment art, and I will be revisiting that at some point postjam.
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