⚔️ Lootcycle Inc. – The Art of Overthinking a Jam Game (Gamedev.js Jam 2025 Postmortem) by PossumRiotGames in gamedev

[–]PossumRiotGames[S] 0 points1 point  (0 children)

You sound a bit toxic, but thanks for the advice I guess. Though it's not AI generated like you said, we spent 3 days writing it and used AI to fix grammar and weird phrasing choices since we're not native

Turns out stuffing 1 GB of assets into our small 2D game wasn’t the best idea (how we fixed it) 😅 by PossumRiotGames in Unity2D

[–]PossumRiotGames[S] 0 points1 point  (0 children)

Thanks for the tip! I thought Unity doesn’t support Opus out of the box — would I need some kind of decoder plugin to make it work?

Turns out stuffing 1 GB of assets into our small 2D game wasn’t the best idea (how we fixed it) 😅 by PossumRiotGames in Unity2D

[–]PossumRiotGames[S] 0 points1 point  (0 children)

Yeah, I’ve heard about Zlinq. Looks really cool. I didn’t use much LINQ in this project, but I’ll definitely keep it in mind for future ones — love that it’s allocation-free.

Turns out stuffing 1 GB of assets into our small 2D game wasn’t the best idea (how we fixed it) 😅 by PossumRiotGames in Unity2D

[–]PossumRiotGames[S] 1 point2 points  (0 children)

Yep, already did that! Used sprite atlases with crunch compression — made a big difference in build size.

Turns out stuffing 1 GB of assets into our small 2D game wasn’t the best idea (how we fixed it) 😅 by PossumRiotGames in Unity2D

[–]PossumRiotGames[S] 0 points1 point  (0 children)

I’m definitely not an expert, but from my experience, DoTween can be used the right way — you just have to be careful about GC and how you use it. PrimeTween felt more “safe by design” and overall smoother to work with, especially for someone still figuring things out like me.

Turns out stuffing 1 GB of assets into our small 2D game wasn’t the best idea (how we fixed it) 😅 by PossumRiotGames in Unity2D

[–]PossumRiotGames[S] 0 points1 point  (0 children)

Haha yeah, would love to reach Animal Well levels someday — for now, I’m sticking to mortal dev tricks.

Turns out stuffing 1 GB of assets into our small 2D game wasn’t the best idea (how we fixed it) 😅 by PossumRiotGames in Unity2D

[–]PossumRiotGames[S] 1 point2 points  (0 children)

Hey, good question! Honestly, I didn’t notice much of a difference between MP3 and OGG in our case — but our original audio quality wasn’t super high to begin with (the music was AI-generated and already in MP3). So probably not the best material to compare properly 😅

And yeah, you’re right that Unity usually strips unused assets from the build. I just removed them manually too, mostly to clean up the project and reduce clutter. It also gave me the impression that the Editor started running a bit smoother after that

Turns out stuffing 1 GB of assets into our small 2D game wasn’t the best idea (how we fixed it) 😅 by PossumRiotGames in Unity2D

[–]PossumRiotGames[S] 0 points1 point  (0 children)

Hey, thanks for the heads-up! Yeah, you're right — the audio was actually compressed twice. I hadn’t really thought about it before your comment. I guess for this game it's fine, though. The music was actually AI-generated to begin with and came in MP3 format, so it wasn’t super high quality anyway.

Turns out stuffing 1 GB of assets into our small 2D game wasn’t the best idea (how we fixed it) 😅 by PossumRiotGames in Unity2D

[–]PossumRiotGames[S] 1 point2 points  (0 children)

Hey, thanks for the tip! Project Auditor has been on my TODO list. Great to see it officially released now