I've been selling my game on itch.io for a couple of days now and some, but not all, players have spotted some strange behaviour on the device. It sounds like the sort of thing that would happen if the game was struggling to keep up a decent fps.
I'm worried that the game might have a severe memory leak, or that other games on the devices showing these issues do and it's affecting mine. I've got a couple of questions about testing for memory leaks in the simulator and about memory on the PlayDate in general.
Can memory leaks only affect the game currently playing or can a game quit in such a way that it hasn't freed up all the memory that it's using? Will other games opened afterwards potentially suffer?
Is the malloc log a good tool for checking for memory leaks? I leave it on and play 10 or so levels to see if it chows down on the heap size, but as far as I can tell heap usage trickles upwards until garbage collection is triggered and it goes down to a normal level, so it all seems reasonably stable.
Some users appear to be leaving their devices on all the time and never turning it off. Is this advisable, doesn't practically everything leak memory? Even if there isn't a leak won't memory fragmentation result in allocated memory blocks getting split over more and more chunks, resulting in a performance hit, if nothing else?
Sorry if some of these questions are a bit silly. I remember (vaguely) waaay back in the day working on pre-iPhone devices. How the ram memory was handled was always a big worry.