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Why I left Unity for Godot

Hello everyone, and anyone reading this is more than welcome.

I'm about to release my first game and it's made in Godot. And I don't think this engine gets nearly enough credit. So I wanted to walk through my short experience for anyone interested, and tell a few truths about it.

The reality is that this isn't my first go at development, but it is the first one that will actually reach the end. I've started nine or ten games and only finished one. The main difference was working with Unity, and picking subjects far too broad to pull off on my own without experience.

At the end of the day, you have to know how to choose the scale of your game when you're an independent developer, and on top of that you have limited time. In my case I have to work and be a good husband. Which eats up time.

But focusing on the development itself, Godot is a delight. Beyond giving you a 100% free and open licence, it's lightweight and portable. Given that I move between different working environments, which I need to be able to carry around, Godot gives me that bridge to work somewhere else.

I also understand Godot. I can see how it works, between nodes and scenes. But Unity, I can't. Honestly, I must be completely useless, but I'm not able to understand how Unity works. It feels to me like it has too many things.

I tried LÖVE too but... let's see... that engine has absolutely nothing. Sure, scripting in Lua is fun, but it's a bit... nothing more than that.

Something else I like, since design is my strong suit, is being able to hook AIs up to Godot easily. That way I can multiply my work. Using AI to automate extremely repetitive tasks is interesting, and it lets me concentrate on the important decisions, or on design, which is where I do have more experience.

For all these reasons I recommend Godot over Unity. And someone will tell me that in Unity you can also plug an AI in, or install it on a USB stick, or whatever... But who cares? I certainly don't.

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