I made my first Godot game and i think i've found where i belong
Before i moved over to linux i never really considered Godot as much more than something that was brought up as an alternative engine every now and then but as i as i made my move Game Maker kinda broke and i needed an alternative that just worked, and well, Godot was just kinda there and was also open source, which was pretty neat.
Fast forward eight months and now i've finishes my first game. It's not super fancy and most of the time was spent learning technical stuff, the engine itself and GDScript. Honestly? The workflow, which is by far the most important part to me, is absolutely amazing. Rather than having a bunch of useless tools it feels like everything has its place, while it's still allowing to just completely bypass said tools with manual code. It just works, and it works *well*.
There honestly weren't really a "hardest part" in learning the engine as much as it was just the baseline effort of taking on something new and unfamiliar and given how absolutely overwhelming some other modern engines can be it really caught me by surprise. But yeah i just wanted to share my experience, and given that i'm learning all the things Godot can do really well i honestly don't think i'll be leaving anytime soon. It can do almost anything an indie dev can dream of. Would seriously recommend to new and aspiring devs.
Also yeah the game is called Prospector Peril but i'm not really here for promotion as much as i wanted to share my thoughts on the engine so i'm not gonna do the whole promotion thing lol. Feel free to check it out on Steam tho if you like small arcade games.
Posted Sep 8, 2026, 5:01 PM UTC