We have Wrought Flesh by Miziziziz, but other than that I can't think of a single game actually produced by Godot. I know it is capable of it, but we need a "killer app" to make it really blow up.
We have Wrought Flesh by Miziziziz, but other than that I can't think of a single game actually produced by Godot. I know it is capable of it, but we need a "killer app" to make it really blow up.
Our company is building some open source game templates that will hopefully spark some cool creations with Godot 4. So far we have templates for a Streets of Rage-type beat-em-up game, a tower defense-style game, and something similar to Binding of Isaac. We're also including some high-quality art assets to go with the templates. We're still a few weeks away from launching, but I hope to post our work on HN when they're ready.
I'm not sure exactly what Godot's niche is, making it harder for it to have breakout hits.
Rocket Bot Royale [2] is a game I worked on using Godot. We released it on lots of platforms: Google Play, iOS, mac app store, pc/mac/linux on steam, and several HTML game sites. It has cross platform multiplayer with custom netcode written in c++, and pretty advanced SDF based terrain destruction. I think it's pretty good.
We are currently making a new game using Godot which I'm excited about.
As a game developer, the state of game development is really exciting from a technological point of view. From a business point of view, it is very hard to compete, the market is very saturated. We are hoping to carve out a niche of high quality multiplayer games on the web.
Consoles on Godot are the hard part and thats what W4 is going to offer. I think Switch would be easy as it supports OpenGLES. Xbox and playstation would be harder, but I havent looked into it.
W4 Games is not a game studio. It's a new company specifically for working on Godot and working on the Godot ecosystem, including offering console porting services and similar stuff that can't happen within the open source community because of NDAs and such.
Even if it’s a bait and switch, and they spend 100% of the funds on just like, making the engine better, $8m isn’t going to get you to 1/20th of Unity or Unreal. It is an insurmountable niche.
Why is this considered a notable achievement?
I'd argue the only significant thing it's lacking, an actual practical concern for indie game development, is a good asset store. Saying Godot is useless because it will never have feature parity with UE5 is, of course, extremely silly and not a practical concern for most games.
The size and complexity of these engines can be a disadvantage, because not every game needs the features they provide. For some use-cases, it can be easier to work with a simpler engine with fewer abstractions, a smaller API, and a shorter learning-curve.
Wasn't GameMaker big a long, long time before Undertale existed?