I’m working on a small prototype game using Godot-Rust and planning to share devlog videos showing the development process step by step. Still learning along the way, but excited to share the progress. Check out my repo:
github.com/abc3dz/Mixxx

I’m working on a small prototype game using Godot-Rust and planning to share devlog videos showing the development process step by step. Still learning along the way, but excited to share the progress. Check out my repo:
github.com/abc3dz/Mixxx

What are the advantages of using Rust compared to GDScript?
Sorry if my knowledge is limited. I just wanted to try Rust because it is a new language for me.
From what I understand, Rust can be very fast for computation, but interaction with the Godot API may not always perform better than C# in some cases.
This benchmark was only tested in debugging mode, not release mode yet.
C# is not the native language for Godot. GDScript is perfectly suitable for prototyping and most scenarios. However, it is recommended to rewrite speed-critical parts of the code in C++.
But if you just want to give it a try, then this experience is quite interesting.
An AI suggested that I should make a game prototype using GDScript, but I wanted to learn a new language, so I chose Rust. ![]()
There is a game engine that uses Rust.
I checked out the Bevy Engine website, but it doesn’t have an editor like Godot. Previously, I was making games using Three.js, and it didn’t have an editor either. I had to code everything to control the physics, which was hard for me. I want to animate and control physics inside an editor like Godot. ![]()
What are your plans for the direction of the game? You still have a lot of freedom of choice ![]()
I want to create devlog videos for YouTube and release them on itch.io. If possible, I’d also like to update the game on Steam, although developing games with Gdscript is more convenient. I’d like to try the Rust programming language.
I mean the game itself - what do you envision? I can’t help but imagine a big dungeon-ey maze, but you could just as easily make a game about gathering stuff as an employee at a warehouse, or more of a Pacman “get all the things before enemies get you” game. As I wrote, there are many possible ways to go ![]()
Thank you for the advice. At first, I only thought about adding some funny obstacles along the way while collecting items. Your comment made me think about adding enemies that attack the player during collection, and maybe even maze-like levels.
This time, I added a maze level where the player has to find only 3 items, with some obstacles in between. Next time, I’ll add BGM and SFX, then release it on itch_io.

That was quick! Is jumping new as well?
I’ve added several more things, the most noticeable one being the toon shader. I think I’ll make a devlog first.

It’s now available on itch_io. Mixxx[prototype] by ABC3Dz
Feel free to leave feedback. I’d love to hear your thoughts!
I couldn’t double jump over the angled obstacle, like you did in the video, and I was trapped after I got to the man and the door closed. I suppose two out of three isn’t bad ![]()
It’s already kind of fun to figure out the labyrinth, even at this stage, so I think you can make this work
I know it’s an early version, so my thoughts below are just about what you might do / encounter down the road. Don’t be alarmed, I tend to write a lot:
I think the view will need tweaking, since it affects the player’s ability to see the map, making it important. Currently it obscures the avatar behind walls, and it favors the north direction - you could get around this by showing the character through walls for instance, and let the player control the view direction.
That does mean you can’t entirely hide things behind walls, but I think that’s fairer and more intuitive to the player.
Some other ideas for visibility:
Thank you for the feedback! I really appreciate it.
I’ve been experimenting with game development in the Bevy engine because I’ve become interested in Rust. I’ll be back next week to work on this project and address some of the issues you mentioned.
Thanks again for your feedback!
ig nice, may i ask - was it hard to setup rust? and is it worth over gd script?
Thanks!
The setup wasn’t too difficult, although it took me a little time to understand how Godot-Rust works. As for whether it’s worth it, I’m still learning Rust myself, so I’m mostly using it because I enjoy the language and want to gain more experience with it.
For most projects, GDScript is probably the easier and more productive choice.
However, I’ve made a benchmark(debug mode) on Github: GitHub - abc3dz/godot-rust-simple-benchmark: To compare between Godot with Rust, GdScript and C# · GitHub