

Nice that it’s all worklet-side. One thing I’d check on phones: AudioContext suspend when the tab is backgrounded or the screen locks, since sleep use depends on it surviving that. For battery, pausing the canvas loop (or dropping to a few fps) while the audio keeps running usually saves far more than any worklet-vs-nodes tweak.


Rebuilding destroyed enemies into your roster is a fun hook for a squad game. Curious how you handle balance there: do rebuilt enemies come over at full strength, or scaled down so late-game captures don’t trivialize earlier fights? Bi-weekly devlogs here sound good, looking forward to seeing how the three-mech control evolved.