When Cosmic Critter Chess became Bug Chess

Before I go into detail about what went wrong with our game, rest assured: we did actually submit our game and we're proud of the result. We'd love for you to give it a try and leave us a rating, a comment, or both! No web build available unfortunately (more on that in just a second), but you can download the Windows and macOS builds right here.

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The game is absolute hopping (if you catch our drift)!


Beware all Godot users, we want to hear your experiences! This is the third time we're participating in Ludum Dare as a team, and the third time we're using Godot. We always run into one problem or another, but usually we manage to sort things out. This time though, the end of the jam put is in a bit of a... jam I suppose. No matter what we tried, the web build just wasn't working. We're both C# engineers from experience, so we're using Godot 3.5 Mono so we can get the web exports (Godot 4.x only supports the web platform when using GDScript). While the Windows and macOS builds worked as expected, the web export runs into an absolutely mind baffling bug: a static class field gets reset to its default value (null) and well, given that this is our central singleton object, everything breaks! Maybe our code name for this project - Bug Chess - had become a bad omen.

We spent several hours debugging and searching online to no avail. Unfortunately, this ate into our time for getting the extra bit of polish out in the end. Even post-submission we spent a few more hours, but we've head dead ends everywhere. Combine this with the editor becoming unstable and crashing regularly, and we didn't end the jam weekend on the high note we were hoping.

For next time, we're considering how to address this. If web builds become a "maybe, maybe not" affair, we might as well switch to the latest Godot and get all of the great new features. We're also considering finally making the plunge and switch to GDScript, which may be more reliable to begin with.

This is why we'd like to hear from you! Have you ever had trouble with web exports in Godot? Maybe even had this exact same issue? Have any of you switched from C# to GDScript in Godot and if so, what were your experiences? Does anybody use the mono version of Godot in the first place?

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Once you're done answering, don't forget to still play and rate the game.

P.S. The web build is published right here in case you're a bit weird and love to see a dev console full with errors :smile: