Hello Godot community! o/
I’m Jimmy, and I’m excited to finally share my completed mobile project, ChillBlock!
It’s a casual block-puzzle game now available on both Android and iOS.
A little background
This project started as a technical testbed for a more ambitious tower defense game my (now-disbanded) 2-person team was planning.
So as the programmer, the core goal was to prepare the entire mobile pipeline with Godot - from code to store listing.
While the tower defense game is on (probably permanent) hold, this “stepping stone” evolved into a full release (because why not).
Godot is a pleasure to work with. I chose to use 100% C++ via static modules, not due to GDScript limitations (which is fantastic), but because that’s what I’m used to, plus engine access, and the benefits in performance/binary size for mobile.
The Biggest Challenges (Mobile Deep Dive)
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Native mobile integration: Call a platform-specific function? Yes let’s bridge Android(Java/Kotlin) and iOS(Objective-C/Swift).
Gradle, adb, xcode, pods, .xcframeworks… The rebuilding cycle is… well, an immense learning experience:') -
Cross-platform ads: It’s own puzzle. Not sure why it’s so complicated.
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Debugging: The worst by far. Godot? ez. Like any desktop app. But something related to the mobile part? Long and tedious. Mobile production-only features? Nightmare.
Another one was getting the UI resizing in an acceptable way, with it’s own safe margins and localization… Still far from perfect.
Yes, it’s been published for a few months already, but never found the time to actually write about it. Programmer life
I’d love to hear your thoughts!
Thanks for reading, and big thanks to the Godot devs and community!
Jimmy (SpaceHyena)

