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(+1)

1) great idea.

2) i think you've got some loop/interval running way too frequent (maybe the hell shop?) that has literally killed the game's performance at only 17 skulls.  unplayable, that is.

(1 edit) (+1)

I was playing around with the physics of skulls, maybe something didn't come back the way it was. Need to check profiler.

I did mini performance fix. Let's see how it works.

i love the game.  but, stuck again with what seems like a memory leak and not able to scroll through lvls.

(+2)

only minimal effect; you introduced something w/the milestone stuff that is just doing way too much.

 i'm just into level 1 and it's just ... no bueno .. see the lag:


sidebar: you need to introduce a debouncer on the skull 'hit' audio, i'm certain there's some performance bit there, but it's not the big game-breaker. 

(+1)

it's not a memory leak, btw.. memory allocation doesn't appear to go much about 512m .. it's the interval or update work that's being done... it's being called waaaaay to frequently [not a unity dev even remotely, so i'm sure i'm using the wrong terminology].

(+1)

It's finally solved. In editor I have stable 30FPS(lol) with continuously spawning 150 skulls per frame

(+2)

yes, you did, good job.  can you take a moment and think about changing two things about the score display:

1) fixed width, period.  the fact that the entire line of text moves move left and right on change is... not amazing UX.  the only thing that should move is a changed number.

2) the color, with no outline, is difficult if not impossible to read when skulls are stuck at the top in a new level.  consider moving it to the left above the hell shop.. and .. please #1.

oh.. and a toggle for the collision sound of the skulls, pretty please.

You can mute skull collision sound by pressing the sound button, leaving only the music or mute everything.

(+1)

notification of save, manual save button as well (on hover of the manual save button, display the date/time of the last save)

I think about this. Will be fix it.