Love the asthetic of this game
I‘ll make the active button more visible when I have enough resource to buy it :)
You're absolutely right, I have checked our draw calls, it stays around 300 when there are thousands of characters so I think sprite batching is working correctly with Godot's internal design (and I double checked we don't have anything break the batching https://docs.godotengine.org/en/3.5/tutorials/performance/batching.html).
However I do notice fps drops a lot when I instantiate new characters or destroy them, I tried object pooling already but didn't seem to improve that a lot, idk if I'm doing it correctly though.
As you might noticed I'm pretty new to some of these optimization stuff, though thx for your ideas and feedback!
Collecting demons sounds cool damn, now it actually gives me more motivation lol.
Thank you for all the feedback btw, this is the main reason why we post our game here, to come back to your previous replies:
We actually had other protypes where the main focus is on the buildings but from our test we found out that took the pivot away from the cult a lot, therefore we're very careful with 'buildings' in general.
But getting characters inside the building sounds doable, but the problem I'm seeing right now is that when the task's target is inside the church, how do we show the visual feedback then, just light up the house? (actually that could work as well).
And yes, appreciate your appreciation on our updates! It was almost a painful process for us as dev team to make those big pivot decisions, ty again for playing and for your awesome feedback!
ty for the feedback! Did you get the thank you screen in the end? that might be a bug that the game just resets after you get all the upgrades.
We're indeed working on more visual feedback of player's input, do you have other ideas for the upgrades as well? like when sacrifice efficiency has increased, we're kinda struggling with what visual to add atm