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(1 edit)

Thanks for playing! Great feedback! 

Yeah, we definitely had some performance issues. It ran silky smooth on my machine, but I didn't think to test it on other machines. Lesson learned. Next game I'll put in some frustum culling or distance culling. No need to be calculating all the A* pathfinding for NPCs offscreen.

The cars spawn enemies at intervals, so there's some progression, but it's not obvious to the players, so it might as well not exist as a mechanic.