WebGL + Windows Optimisation


After a jam it can be really daunting going back and replaying your game, especially when you rushed the thing out before the big final.

Like most things, when rushed mistakes can appear but looking at the general performance for the WebGL build I noticed the frames per second were actually lower than anticipated.  A couple of things have been done in order to help the performance, firstly I have gone over all 2D sprites and updated their mesh to use significantly less faces (something of which got passed me during rush phase).
This has helped the WebGL version of the game almost doubling in performance!

Secondly I have enabled Burst + Collections for the windows build which should help the game run at a silky smooth high frames per action. This will be the recommended way to play the game if you are struggling with the webGL version. I am expecting the windows version to run better even on lower spec machines, do let me know your experience :)

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Jun 14, 2021

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