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I managed to get it sort of working with Godot Mono! Just follow the general C# integration guide and then hook your client up to Godot's global exception handler like this:

GD.UnhandledException += (sender, args) => {
  backtraceClient.Send(new BacktraceReport(args.Exception));
};

It probably isn't as helpful as a full integration since you'll lose the stack trace whenever execution goes into Godot's native C++ code, but you'll still be able to log any exceptions that happen in your C# game logic.

Hey, do you think it's enough to be in the game jam rules?

It was enough for their last jam!