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(+1)

You worked out an amazing world! The narrator's ideas, and the whole atmosphere of the game is well thought. Congrats for having the patience and inspiration to come up with a world like this!

Maybe you already know about this...

In your GAME window, there is a button "STATS", which if pressed, shows you (in real-time) how much resources are being processed. You only need to pay attention to 2 things: 

1.) BATCHES, keep them under 2k (under 1k if WebGL) --- these are the number of different materials in your game. Ex. if you have 700 bamboo sticks, but they all use the same material, check them as "static" in the top right of the inspector window, this method batches the individual models together, processing them only once, thus reducing the batches (saved by batching: [number]) .

2.) TRIS stands for triangles used by your models. Modern computers can handle multiple millions of triangles (ex. a cube has 12 tris) but keep in mind that laptops, older computers and WebGL games can only handle less than 1 million.

Why do I reference this? Because your game is not optimized, and it lags... The movement seems sluggish, especially when jumping, because of the low frame rate, despite the animations and character being super cool. It's amazing how you assembled those beautiful levels, but man... I saw one of those bamboos up close, and it seemed to have lots of polygons/triangles, maybe even 1k. You have in that background hundreds of bamboos. That adds up to millions of polygons, just for the bamboo sticks. 

I'm making a large scale open world game (for 6 years now) assassin's creed caliber, and I had to learn to optimize all those millions of trees, buildings, npcs and everything I packed in there during these years. I'm still learning ;)

(+1)

Thanks a lot for your feedback! It helps me to understand how optimization works :)

I only realised after some feedbacks that the game was not optimized at all and was lagging a lot on most computers. That was my bad since I've never looked at optimization, on top of the fact that this is my first game jam. But I soon released a hugely improved version concerning performance (which really is how the game should have been optimized at the very least).

So what I did as you said it to turn every environmental object as static, in addition to using the srp batcher which made me see a phenomenal boost in fps.
As of the environment models I'm not really sure how many tris they each roughly have since I didn't make them, but I'll do my best to keep the tris count as low as possible by discussing with the modeller :)

Here's a link to the optimized version in case you want to try it without lags: https://www.dropbox.com/sh/1gf4ovi9ehssx0i/AAAY30iNrHijMspAU8XbAHcla?dl=0

I learned some mistakes on performance thanks to this game jam, and I'll do my best to improve this aspect in the future!
Thanks again for your feedback, and for trying out our game ^^

(+1)

You're very welcome! That's what these jams are about: playing & feedbacking each other's games.

Thanks for posting the link to the updated version! Maybe I should do it too (been fixing and adding the remaining levels since then). 

Numbers matter, and exceeding those performance limits never results in 90fps, trust me. Keep batches under 2k, tris down to 1mill (if webgl or laptop). Also, I recently started adding (in the pause menu) of my games, quality settings buttons (low, med, high) - which are set by you inside Unity's Project Settings window/tab. Usually, when the game lags, player's naturally tend to look in the menu for options to reduce quality for better performance. A simple low (25%) mid (50%) high (100%) quality options plays well on many types of devices.

I'd also love to see or try your project if I can :)