I feel like it's time to weigh in on #GodotEngine. I've been using it for 4 years now and made @DomeKeeper with it.
What absolutely stands out to me is the development speed. I can iterate so much faster with GDScript and Godot. And...🧵
Iteration speed is the most important thing for me to make games. Games become good via improving them in many iterations, after listening to player feedback and testing out your ideas. Godot is really made for this and really supports swift iteration.
You can run individual scenes, remote debug (and change) the whole scene tree and hot reload script changes. It's just a joy to work with, and from my view easily the best engine if you want to make 2D games.
As with any software, you can encounter some bugs or issues, but generally Godot is incredibly stable and works very well. I never had an issue i could not work around with, even without needing to be involved in engine code.
If you are curious, then join the next @ludumdare in october with Godot. We made a lot of nice games there, including the dome romantik (which would becomes dome keeper eventually). It's a lovely way to experience it.
If you run a studio, i'm sure you are aware what business risk engines like unity can pose, as they show it year after year by big commercialisation stunts. This cannot happen with Godot, and that's a lovely thing - building something great together. godotengine.org/article/godot-…
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