I tested the game in Chrome on Windows 11 but was unable to reproduce the freeze when pressing or holding W as the player spawned.
I still looked into possible causes. Godot has a known audio issue in web builds that sounded somewhat similar, although it didn’t quite fit what was reported. Since I couldn’t reproduce the problem directly, I decided the safest approach was to prevent the game from accepting input until the scene had been drawn and everything had finished loading. Testing this change produced no noticeable delay, so I’m hoping it resolves the issue for anyone experiencing it.
I’ve now published a new build that includes this change and addresses several of the other issues raised in the thread.
My goal with this project was to learn how Godot works, implement features relevant to this style of game, and touch as many of its systems as possible along the way. Part of that process was releasing the game and making sure I ended up with a complete, working project in each of its intended formats.
With the fixes I’ve implemented, I believe the project is now objectively complete and fully playable, barring any further bug reports. I think it’s time to wrap this one up, call it finished, and move on to prototyping some of the other projects I’m interested in.
Thanks again for the thorough feedback—I really appreciate it. I wish I had a more definitive answer about the Chrome issue, but your input was genuinely helpful.
