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Pretty decent, however the performance on Web really lets it down, I either have to only use Zoom or resort to orbiting the edge and looking outward to see as few people as possible.

You'll def want to look into LODs so simplify the meshes of the characters at a distance, of course with this being a game of trying to spot the "uninvited" this might be a challange, the other option is to break up line of sight so not all the characters are visible at any one time, but are in distinct areas so you don't lose your place of where you've searched.

Also I found the use of "Wrong" and ✅ confusing, I initially thought I had found them (the check) and perhaps "wrong" was like something to do with them being uninvited...I only later realised on losing tha they were marked as "been guessed" so perhaps different iconography could work better.

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Thanks for checking our game out and leaving such detailed suggestions on how to improve the lag. It was our first time creating a 3D game on our own and although we did implement some optimization things, clearly there is still room for improvement.

(+1)

Thank you for playing! We just updated the game to address the lag issue, in case you'd like to give it another shot. It seems to be working better now.

The performance is SOOOO much better, well done, I noticed you paused the animation of characters far away unless you zoom in on them; very clever solution.

I did notice one small thing which I just have to share, some of the graves have no space infront of them for a casket 😄 but as I say, small thing.

Fantastic work, well done on the fix.