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Dis0rder

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TimestampSince previousGameDis0rder's comment
Apr 16 03:49:44 The chronicles of Mr. Marmo ♥ 2 Gotta love your *a capella -rendition* of SMB's Water-stage music! If you'll continue development perhaps you could go ahead and cover SMB3's and DKC's respective underwater-themes too? 😛 🎵 🚰 --- Appreciate you've coded the whole thing yourself! 👏 Since you're a system programmer, I thought you might be interested in my tongue-in-cheek low-end CPU "benchmark-test." (...which basically means I just happened to try your game on my **ancient** dumpster-hardware.) ``` OS: Lubuntu 20.04.6 LTS Hardware: Intel(R) Core(TM)2 Duo CPU P8600 2.40 GHz, 4GB RAM, MCP89-GPU Browser: Mozilla Firefox 136.0 (64-bit) ``` I noticed that the game slows down *drastically* in these three levels: **2,4,5.** My first thought was that it has something to do with the level-size or perhaps the "darkness/depth"-effect. But I think there must be something else to it? If you want to optimize or feel otherwise intrigued you could try to find out what might be causing it. The levels **1,3,6,7** seemed to work "normally" in my user-experience. --- As for the gameplay I don't have much to add what others haven't already pointed out before. I like the way you've combined puzzles and platforming. The rotation-puzzles are fun and easy to solve even though they seem daunting at the first glance. The core-idea of draining the water could probably be innovated further; for example it would be interesting if the player could explore the drained level by jumping around. Designing levels with that approach would be a challenge in itself though, but just food for thought!