r/godot • • Apr 08 '26

help me Working on my first game, what do you think about the art style?

3.3k Upvotes

r/godot • • Sep 20 '26

help me Looking for honest feedback for my PoC of a speed running platformer + drawing

1.5k Upvotes

You can also play it here:
https://mzkrol.itch.io/skribline
Works best on mobile with a touchscreen, but it's absolutely playable with a mouse :)

r/godot • • Sep 10 '26

help me I’m thinking about switching from Unity to Godot. Any advice?

850 Upvotes

I’m a game developer with 5+ years of experience in Unity, and I’m considering switching to Godot. I’d love to hear from developers who have made the transition and any advice they might have.

I recently created Unstable Nuclear Reactor GAME in Unity. How easy would it be to replicate a game like this in Godot?

r/godot • • Mar 30 '26

help me Godot for applications Instead of games!

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1.5k Upvotes

Hello guys,

So I'm planning to make an application that I'm working with an MVP. So I decided to use Godot for fast prototyping.

So I'm asking if someone tried this before and how it went?

r/godot • • 24d ago

help me I'm getting okay-ish with this engine, but I have this common problem.

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772 Upvotes

I think everyone who works in Godot runs into this problem in a million different ways, and I see a lot of different discussion about what works to solve it. Was hoping to hear some different perspectives and show an example case. I feel like my solutions to this problem are often less-than-ideal and lead to messiness, especially when we're talking about something more complicated than a health bar.

r/godot • • Aug 02 '26

help me How can I move the Options text half a pixel to the right?

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829 Upvotes

I am making buttons for my game (320x180 btw) and I tried setting the subpixel positioning to auto and half a pixel but it didn't work (it only moved the textbox and not the text). I disabled pixel snap as well but cannot figure this out. Someone help me please!

r/godot • • Mar 31 '25

help me My first game for my daughter made out of her pictures. I have a few questions

4.8k Upvotes

Hi everyone.

Right now I am building a little game for my daughter. I already found out how to create a tilemap out of the paper (I choose 1200x900 with 50px tiles) and how to create a eternal background that looks like our table. I am using the 2D platformer starter kit as a base.

In LevelFinishDoor I find
SceneTransition.load_scene(next_scene)

and when I explore a little deeper it looks like I should be able to just add a new level with the same name structure (level_03.tscn). However this doesn't work for me. I am always stuck in level 2.

I am sure this is a quite stupid question, but right now I can't find the answer in the documentation. Are the levels defined as a list somewhere?

r/godot • • Aug 31 '26

help me Any way to make graphics better? ( like what is missing )

413 Upvotes

I want to make a toon shaded game and don't understand what am i missing right now... help pls

r/godot • • Sep 03 '26

help me how to make toon shaded grass without spawning a 1000000 grass meshes

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1.7k Upvotes

I wanted to make something like in the pictures with low performance cost. any solutions? sorry if this is a dumb question, but i can't find a solution anywhere.

r/godot • • 5d ago

help me Players just dont want to look inside this one stall.

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398 Upvotes

For my Horror game i really need the players to have a look into all stalls.
But, because the door is like half closed, so many players (my playtesters and also streamers that played the demo) just dont look into this middle stall.

whyyyyyy?

1)I have blood stains on the door.
2) I have a plank with a rope on the top.
3) I have Blood stains on the ground.
4) Something is shining green inside.
Before the first playtests, I had nothing from this. Then i add 1), then 2), then 3) then 4).

what does it need to make at least most of the players curious about "maybe there could be something interesting in this stall, lets have a look"?

Its an anomaly game and the player should have a look at every part of every room. but the players decide to leave this one part unexplored for some reason. And of course there is something in this stall that can change.

Help me!

r/godot • • Dec 08 '25

help me How do you guys think this lighting effect is done?

2.5k Upvotes

This is the exact type of lighting I've been trying to achieve but I haven't been able to replicate the depth of the lighting shown in this gif. This is a PICO-8 game so I'm pretty sure this is just color palette manipulation. Or does each tile possibly have 3-4 variants and the tile swaps depending on distance from character? Doesn't really look like that's the case though, the lighting is pretty seamless. Any input appreciated because this looks SO good to me.

Game is called Dank Tomb

r/godot • • Feb 17 '26

help me Trying to animate a steam train for my game, A is too jittery so wondering between B or C, thoughts?

886 Upvotes

r/godot • • May 10 '26

help me is this a normal amount of Control nodes for a single card?

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1.1k Upvotes

Coming back to a hobby-ish card game project and while remodeling the cards' node tree, I ended up with that many nodes, so I was wondering if it's normal or if it's unscalable on the long run.

r/godot • • Jul 01 '26

help me Does anyone else suffer from "non-artist developer syndrome"?

406 Upvotes

Hey everyone,

I’ll be honest: I love coding. I’m a software developer, I love building mechanics, systems, game loops, and solving complex problems. Game dev has always been my dream, but I’m currently stuck in a cycle of constant frustration because of the art side.

Whenever I try to create something visual, I look at the result and feel it’s "not good enough." When I look for premade assets to save time, I never find exactly what I envisioned, and I end up unsatisfied with the final result—like the game loses its soul because it doesn't match the aesthetic I had in my head.

Basically: I have the technical vision, but not the artistic skill to execute it, and it’s holding me back. I feel like I spend more energy being frustrated with the visuals than actually building the game.

I’d love to hear from you:

  • Does anyone here go through (or has gone through) this?
  • How do you deal with this frustration?
  • Do you focus on minimalist styles, look for partners, or did you just let go of the need for aesthetic perfection?

Any advice or stories from your own experience would be greatly appreciated. Thanks!

r/godot • • Dec 18 '25

help me How to optimize a huge number of rigidbody3d ?

1.1k Upvotes

Hello there !

I'm working on my game Project P.I.T.T where you have to make a lot of ducks and put them into a hole to make money, then buy tools to put even more ducks into the hole.

The thing is that I don't really have a limit on the number of ducks or tools you can spawn that are all rigidbody3d.

I tweaked the jolt (and common) physics settings to make them sleep more easily, reduced the collisions accuracy (no ccd, only 1 contact point), and what helped the most is using primitive collisions shapes (or combinaisons of primitives).

But I'm running out of ideas to make it so the player can spawn as much as it wants (of course there is a limit at some point, my pools limits at 1000 ducks for example, but even at 300 active ducks it starts to tank the fps)

I was thinking maybe a performance manager as an autoload that monitor the fps or the time for physics each frames, and at a threshold maybe swap the collision shapes for one unique capsule or box, and can reduce the physics tick rate maybe, I'm not sure it will really be a good solution, so if you have any ideas that would be great !

Thanks

r/godot • • 3d ago

help me trying to seperate different stuff into different layers, how do i do that?

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693 Upvotes

wana do some funky color stuff to the individual objects, now BEFORE YOU SAY ANYTHING, yes, ive played around with the cameras layer culling or whatever its called, and while its pretty successful, there is one major flaw, it will show the entire object even if part of it is obscured. so i just need to be able to only have the visible parts drawn. this is in 3D BTW

r/godot • • Apr 19 '26

help me It was so much easier hard coded.

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1.0k Upvotes

r/godot • • Sep 06 '26

help me How should a SceneTree look?

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582 Upvotes

I suck at Godot; proof; look at the size of this abominable script:

https://www.reddit.com/r/godot/comments/1kzkebx/is_there_a_better_way_to_handle_a_signal_bus/#lightbox

I want to improve, and after some trial and error I think I am improving, but I would like to hear your opinion. Is this a decent SceneTree? Am I missing anything? Any advice is appreciated, thank you!

EDIT: Shoutout to @ Icons: https://store.godotengine.org/asset/voxy/at-icons/

r/godot • • May 18 '26

help me Does this mockup I made fit the licencing/credit requirements?

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1.6k Upvotes

Working on a ascii puzzle game and wanted to make the godot splash fit the style better, but I know godot has some specific criteria for how you need to provide credit and such

r/godot • • Apr 14 '26

help me Someone published my open-source game on Google Play using my original assets and name

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1.3k Upvotes

Edited: Thanks everyone for the help. I’m currently trying to report to Google Play that the promotional materials were used without authorization. I do allow redistribution, including commercial use, but the promotional assets are not open.

Edited2: Google Play has removed it

Edited3: The developer has contacted me and stated that they are willing to remove the unauthorized content and provide proper attribution. This matter is essentially resolved.

Hi everyone, I'm the developer of Bread Adventure. A few months ago, I open-sourced the game's code under the MIT license. My intention was to help others learn from a complete project.

Recently, I found that someone has taken the open-source version and published it on Google Play. As far as the MIT license goes, I understand that this is allowed.

However, the issue is that they are using my original game's promotional images and name on the store page. The open-source version only includes code and invalidated assets.

Given this situation, would this be considered illegal or a violation of any rights?

r/godot • • Jul 18 '26

help me Why does my Godot look like this from a fresh install, how can I fix this?

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515 Upvotes

I verified the game files (nothing) and re-installed the engine twice (no change). This is version 4.7 and the last version I managed to get working on my device was 4.2 about 2 years ago.

It flickers when I drag my mouse, but apart from that its completely static.

r/godot • • Apr 24 '26

help me How would I achieve this in Godot ? Can't wrap my head around it.

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1.2k Upvotes

After all these years water, or an ocean here still seems like something hard to achieve to be visually appealing in Godot, yes we have waves and ocean shaders but none really come close to high quality actual simulations… I've been trying shaders upon shaders, tweaking etc. but I can't seem to get this result. is there a certain technique to achieving the image?

r/godot • • Sep 08 '26

help me Why does my canopy look off? First 2 images are mine, the rest is what I want to achieve.

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639 Upvotes

The problem with my canopy is that it looks sharp and dirty because of the planes at extreme angles and self shadow casting. I tried looking up tutorials on stylized trees but none of them covered the issue I'm having.

Is it an issue in my modelling process or in the incomplete shader code? Any tips are welcome.

I model my trees in Blender and in TreeIt. The tricks I'm already doing are normal data transfer from a sphere and back-facing normals inversion, so don't recommend it please.

r/godot • • 15d ago

help me How to avoid using 100+ Booleans?

158 Upvotes

I am making a game and want an information system where dialogue option availability (and other features) change depending on what information the player knows. But the main method that comes to mind is using a *lot* of bools.

However, this is definitely a bad way to do it. The other method that comes to mind is using a String and checking it for substrings, where you append info_ids to a string when the player learns that information. But this also seems inefficient.

What would be a more optimal way to go about this system? One that avoids the issues brought up by the other ones. Any help or guidance would be greatly appreciated.

Edit: I will explain further, known information is stored as a set of Booleans currently, where knowing it means the Bool is set to True, and not knowing means it is set to False. As they are Booleans, they can be used in true/false if-statements.

I then have dialogue options made accessible when a specific Bool is set to True.

r/godot • • Jan 11 '26

help me I really like Godot, but I struggle with rendering. Using Unreal, I can get pretty close.

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1.1k Upvotes

I've seen people make amazing looking games with Godot, but I'm unable to replicate that.

Everything in Unreal looks good right away. It's overkill for the games I want to make. But then again, visuals are important to me.

Any advice?