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Why godot is great for jams

A topic by CallinIn created May 26, 2025 Views: 225 Replies: 8
Viewing posts 1 to 5
Submitted (2 edits) (+1)

Godot is amazing for jams and untill this one i didn't even know how good it was.
Because it builds for web in couple of seconds (like no joke 3 seconds or so), it allows for super fast iterations (and the iterartion process is very fast already cause the engine is built with it in mind).
When my friends were playtesting, i was live pumping out new builds one after the other., fixing bug fixes they found, and making balance changes at rapid speed, which made my game (shameless plug Tiny Kingdoms) way better than it could have been.
And the second thing that makes it great for jams imho - it runs great in web, the load times are faster than unity's and i feel like it makes player experience sooo much better.
There is one problem with it (in terms of doing joms i.e building for web), it's the lag on the first time you use a visual effect but it's fixable by just loading up fx in the background. And if you do not do that the lag is small and does not take that much from the player experience.
In conclusion Godot is love, Godot is life

Submitted (1 edit)

I agree. I used Unreal for my last 2 game jams but since it doesn't support web export both games received limited plays. This time I went with Godot and the web export works great.

Submitted

Yep, even in this jam i saw 2 or 3 unreal games that looked very cool, but i'm straight up not downloading an executable

Submitted

Since I started looking at gamedev over a year ago now, Godot has been my main engine.  Once you figure out it's node system, almost anyone can start making games, and with the scripts and custom classes it is incredibly flexible for most use cases.

I've previously looked at both Unity and Unreal and found them, at the time, to be more difficult in getting started from nothing.

The only thing I find is missing in the engine is the option to create a library of custom classes and scripts that you can use between projects to simplify the workflow of a new project, if it exists I haven't found it yet.

Submitted(+1)

Yep, totally agree. I have a year-ish of ue experience and even when you know what's going on it still is a big pile of cluttered tools for movie making, animation, rendering, architectural visualizalization, live concert graphics, hmi systems? (sometimes i remember the factory meme of i guess we are doing x now when i see stuff made in unreal) so basically it tries to be a tool for everything, but that makes it so much harder to use, and don't get me started on it's c++ docs (they do not exist), their docs feel like they are made for people who wanna mish-mash systems from asset store and add just a tiny bit of simple logic (not saying it's a bad, just saying docs are super bare-bones). That is not to say that it is a bad engine, just an engine that wants to be everything all at once. 
The libraries of classes would be great if they are ever added, and seeing how fast godot moves, they might be. People used to say that game embedment would never be added cause it's too hard to implement into an existing engine, but as you can see they added it in 4.4. 

Submitted

And you can code in many other languages e.g. Rust, Lua, Kotlin, Swift and Dart. May still be in alpha/beta but useable 

Submitted

Yep, good example of that is replicube, it's a cool indie game about programming, it's made in godot and lua is embedded as the language you code in. Check the game out it's great

Submitted

i like godot better than unity which is the only on i have used other than godot but i had some really weird bugs with the character controller fighting the rigid bodies. the bug is the rigid bode which you are supposed to be able to stand on occasionally flies into the air.

Submitted

Maybe some collisions pushing into each other? Some 2d physics are very funky in godot