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(+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.