Really enjoying this, but I get heavy FPS drops starting around round 3 — looks
like a lot of other comments say the same. I had the browser console open and
there are three things in there that might explain it:
arpon_enemigo.gd:60 (_impactar, called from _physics_process) throws every
frame once a troop dies mid-flight:"Invalid type in function ...::_on_arpon_impacto_tropa. The Object-derived
class of argument 1 (previously freed)..."
An is_instance_valid() check before the emit (and making sure the harpoon is
freed on that path too) should stop it. In a web export each error prints a
full GDScript backtrace to the JS console, which is expensive — and it scales
with how many harpoon sharks are on screen, which fits the round-3 timing.
The [ArrastreVallas] debug print fires every frame while dragging a fence,
with the whole line array stringified. Hundreds of console.log calls per
second. Worth gating behind OS.is_debug_build().
captura_pantalla.gd:20 still has a hardcoded C:/Users/Santi/Pictures/Clickhold
path, so it errors out in the web build.