Godot + Ludum Dare
TL; DR: Learning a new tool while jamming? I don't think it's a good idea any more... However, learning Godot was quite useful. :)
Let me share my experience about learning Godot while participating on Ludum Dare. Having a time constraint is frustrating by itself, but having a time constraint AND constantly bumping into minor annoyances is extra frustrating. I have been using Love2D for a long time (which is another excellent tool for LDs), but it's very different from Godot, so understanding the workflow here was a real paradigm shift for me.
I already had some experience with Godot from before (I've started porting my previous LD game, Long Distance Runner), but it looks like it was insufficient as I had to learn new concepts during the jam. Learning as in "trial and error... and cursing". :)
Once a new idea clicks though, it's a pleasure to work with Godot. Having a generic editor that helps creating tilemaps and levels, collision shapes, animations, user interface is a great plus in my opinion. I feel I can concentrate more on the content than on technical difficulties when making a game. The node system, the signals, and the "animate anything" are super powerful! Yes, there are tiny quirks here and there, but I think over time they will iron them out.
So my advice for You, and for my future self is: "On Ludum Dare, use the tools you know best."
The result of all these is a game with one level and an abrupt end:

If you want to play and rate my game, click here!
Thanks for reading!



A healthy balance seemed to have been reached by mid-day yesterday, but checking in this morning things are looking dire for followers of Blaa
Raa takes the lead again with a massive 141,313 TAKEDOWN!
(I'm also looking for games to play, so if you'd like me to play your game please post a link in the comments!)



