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is what i kinda want to say about this game

also a screenshot:

mad xD

No idea how to access the store, but not necessary.

Performance went way down - I liked the slomo. Solution might be to not draw things that are entirely off-screen

The store is very much necessary, and you can access it just by diving into it (hold Z to go underwater). Didn't really have enough time to make a proper tutorial, only the button prompts on the titlescreen, so I'm kiiiiiiinda expecting everyone to read and memorize it :P

Things drawing offscreen is handled automatically, the big resource hog probably is the movement processing (since the game is on a looping arena, I need to loop through everything to see if it needs to loop around - in fact, the shark always stays still in the center of the room and I move everything else around). Not shooting any of the boat riders will tank performance a lot since they tend to shoot a lot (and overall shooting keeps the enemies culled much better than your dash will since you can hit stuff at a much greater range).

Again, it's just a simple jam game, and performance + tutorialization wasn't really a top priority... but thanks for the feedback in either case~ I'll see if I can tweak something in a post-jam version.

Me once I start using the store:

Regarding performance again: weirdly, my gtx970 runs at 10% utilization and my quadcore 3.3/3.7ghz i5-6600 runs at 20-30% utilization (all four cores pretty much the same).

The lag adds to the trippiness. It's a feature!

Interesting results... my gut instinct would be that the bottleneck is RAM, then... it's usually easier to congest your RAM than your CPU these days. Most of the overhead is the sheer number of instances, not the heavy computations they do (some basic trigonometry and movement) so that checks out as a RAM issue in theory as well. CPU-->GPU transfer might be an issue since I don't really buffer anything particularly optimizedly, but the drawing code is pretty basic so I'm more inclined to think it's RAM transfer speeds.